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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef NO_AV_MSGS
#ifndef SERVER
#ifndef plLoadAvatarMsg_INC
#define plLoadAvatarMsg_INC
#include "plLoadCloneMsg.h"
#include "hsUtils.h"
#include "pnKeyedObject/plUoid.h"
class plAvTask;
//
// A msg which is sent to the networking system
// to cause a player to be loaded or unloaded
//
class plKey;
class hsStream;
class hsResMgr;
// not sure if we need this yet, but it's already in the index so here's just enough
// implementation to keep the compiler happy.
class plLoadAvatarMsg : public plLoadCloneMsg
{
public:
plLoadAvatarMsg();
/** Canonical constructor. If you're trying to initiate a clone, this is
the one you want to use.
These messages are *always* sent to the net client manager. You can't
address them.
After they are received on the remote machines, they are forwarded
the remote versions of the requestor.
\param uoidToClone - Specifies the template that will be cloned.
\param requestorKey - The key of the object that is requesting the clone. It's
strongly recommended that this be a local object, so that we don't get the same
requestor creating multiple clones by starting the process on several machines.
\param userData - Whatever you want. Will be propagated to the requestor after cloning.
\param isPlayer - this is a player, not an NPC
\param spawnPoint - warp to this spot after loading
\param initialTask - queue up this task after loading (and spawning)
\param userStr - a string that the user can set
*/
plLoadAvatarMsg(const plUoid &uoidToClone, const plKey &requestorKey, UInt32 userData,
hsBool isPlayer, const plKey &spawnPoint, plAvTask *initialTask, const char *userStr = nil);
/** Use this form if you're sending a message about an existing clone -- either
to propagate it to other machines or to tell them to unload it.
\param existing - The key to the clone you want to unload
\param requestorKey - The key of the object that is requesting the clone. It's
strongly recommended that this be a local object, so that we don't get the same
requestor creating multiple clones by starting the process on several machines.
\param userData - Whatever you want. Will be propagated to the requestor after cloning.
\param isPlayer - this is a player, not an NPC
\param isLoading - Are we loading or unloading?
\param userStr - a string that the user can set
*/
plLoadAvatarMsg(const plKey &existing, const plKey &requestorKey, UInt32 userData,
hsBool isPlayer, hsBool isLoading, const char *userStr = nil);
virtual ~plLoadAvatarMsg();
void SetIsPlayer(bool is);
hsBool GetIsPlayer();
void SetSpawnPoint(const plKey &spawnSceneObjectKey);
plKey GetSpawnPoint();
void SetInitialTask(plAvTask *task);
plAvTask * GetInitialTask();
void SetUserStr(const char *userStr);
const char* GetUserStr();
CLASSNAME_REGISTER(plLoadAvatarMsg);
GETINTERFACE_ANY(plLoadAvatarMsg, plLoadCloneMsg);
void Read(hsStream* stream, hsResMgr* mgr);
void Write(hsStream* stream, hsResMgr* mgr);
void ReadVersion(hsStream* stream, hsResMgr* mgr);
void WriteVersion(hsStream* stream, hsResMgr* mgr);
protected:
hsBool fIsPlayer;
plKey fSpawnPoint;
plAvTask *fInitialTask;
char *fUserStr;
};
#endif // plLoadAvatarMsg_INC
#endif // ndef SERVER
#endif // ndef NO_AV_MSGS