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171 lines
6.0 KiB
171 lines
6.0 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef plResponderModifier_inc |
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#define plResponderModifier_inc |
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#include "hsStlUtils.h" |
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#include "pnModifier/plSingleModifier.h" |
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#include "pnMessage/plMessage.h" |
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class plNotifyMsg; |
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class plAnimCmdMsg; |
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class plResponderSDLModifier; |
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class plResponderModifier : public plSingleModifier |
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{ |
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friend class plResponderSDLModifier; |
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protected: |
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typedef std::map<int8_t,int8_t> WaitToCmd; |
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class plResponderCmd |
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{ |
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public: |
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plResponderCmd() : fMsg(nil), fWaitOn(-1) {} |
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plResponderCmd(plMessage *msg, int8_t waitOn) : fMsg(msg), fWaitOn(waitOn) {} |
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plMessage *fMsg; |
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int8_t fWaitOn; // Index into fCompletedEvents of who we're waiting on |
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}; |
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class plResponderState |
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{ |
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public: |
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hsTArray<plResponderCmd> fCmds; |
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int8_t fNumCallbacks; // So we know how far to search into the bitvector to find out when we're done |
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int8_t fSwitchToState; // State to switch to when all commands complete |
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WaitToCmd fWaitToCmd; |
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}; |
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hsTArray<plResponderState> fStates; |
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int8_t fCurState; // The current state (first index for fCommandList) |
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int8_t fCurCommand; // The command we are currently waiting to send (or -1 if we're not sending) |
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bool fNetRequest; // Was the last trigger a net request |
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hsBitVector fCompletedEvents; // Which events that commands are waiting on have completed |
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bool fEnabled; |
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plKey fPlayerKey; // The player who triggered this last |
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plKey fTriggerer; // Whoever triggered us (for sending notify callbacks) |
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bool fEnter; // Is our current trigger a volume enter? |
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bool fGotFirstLoad; // Have we gotten our first SDL load? |
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plResponderSDLModifier* fResponderSDLMod; // handles saving and restoring state |
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enum |
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{ |
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kDetectTrigger = 0x1, |
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kDetectUnTrigger = 0x2, |
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kSkipFFSound = 0x4 |
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}; |
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uint8_t fFlags; |
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uint32_t fNotifyMsgFlags; // store the msg flags of the notify which triggered us |
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void Trigger(plNotifyMsg *msg); |
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bool IIsLocalOnlyCmd(plMessage* cmd); |
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bool IContinueSending(); |
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int8_t ICmdFromWait(int8_t waitIdx); |
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virtual bool IEval(double secs, float del, uint32_t dirty) { return true; } |
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static bool fDebugAnimBox; // Draws a box on screen when an animation is started |
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static void IDebugAnimBox(bool start); |
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void IDebugPlayMsg(plAnimCmdMsg* msg); |
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// Trigger the responder (regardless of what it's doing) and "fast forward" it to the final state |
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// If python is true, only run animations |
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void IFastForward(bool python); |
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// If the message is FF-able, returns it (or a FF-able version) |
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plMessage* IGetFastForwardMsg(plMessage* msg, bool python); |
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void ISetResponderStateFromNotify(plNotifyMsg* msg); |
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void ISetResponderState(int8_t state); |
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void ILog(uint32_t color, const char* format, ...); |
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friend class plResponderComponent; |
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friend class plResponderWait; |
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public: |
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plResponderModifier(); |
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~plResponderModifier(); |
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CLASSNAME_REGISTER( plResponderModifier ); |
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GETINTERFACE_ANY( plResponderModifier, plSingleModifier ); |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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virtual bool MsgReceive(plMessage* msg); |
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const plResponderSDLModifier* GetSDLModifier() const { return fResponderSDLMod; } |
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static bool ToggleDebugAnimBox() { return fDebugAnimBox = !fDebugAnimBox; } |
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static void NoLogString(const char* str); |
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// Restore callback state after load |
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void Restore(); |
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int8_t GetState() const { return fCurState; } |
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// |
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// Export time only |
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// |
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void AddCommand(plMessage* pMsg, int state=0); |
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void AddCallback(int8_t state, int8_t cmd, int8_t callback); |
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}; |
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// Message for changing the enable state in a responder modifier |
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class plResponderEnableMsg : public plMessage |
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{ |
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public: |
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bool fEnable; |
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plResponderEnableMsg() : fEnable(true) {} |
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plResponderEnableMsg(bool enable) : fEnable(enable) {} |
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CLASSNAME_REGISTER(plResponderEnableMsg); |
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GETINTERFACE_ANY(plResponderEnableMsg, plMessage); |
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// IO |
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void Read(hsStream* stream, hsResMgr* mgr); |
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void Write(hsStream* stream, hsResMgr* mgr); |
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}; |
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#endif // plResponderModifier_inc
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