//-------------------------------------------------------------------------- // PathedInterior.h: // // //-------------------------------------------------------------------------- #ifndef _H_PATHEDINTERIOR #define _H_PATHEDINTERIOR #include "interior/interior.h" #include "game/gameBase.h" #include "core/resManager.h" #include "interior/interiorRes.h" #ifndef _INTERIORLMMANAGER_H_ #include "interior/interiorLMManager.h" #endif #include "audio/audioDataBlock.h" class InteriorInstance; class EditGeometry; class EditInteriorResource; struct PathedInteriorData : public GameBaseData { typedef GameBaseData Parent; public: enum Sounds { StartSound, SustainSound, StopSound, MaxSounds }; AudioProfile *sound[MaxSounds]; static void initPersistFields(); virtual void packData(BitStream* stream); virtual void unpackData(BitStream* stream); bool preload(bool server, char errorBuffer[256]); PathedInteriorData(); DECLARE_CONOBJECT(PathedInteriorData); }; class PathedInterior : public GameBase { typedef GameBase Parent; friend class InteriorInstance; friend class EditGeometry; friend class EditInteriorResource; PathedInteriorData *mDataBlock; public: enum UpdateMasks { NewTargetMask = Parent::NextFreeMask, NewPositionMask = Parent::NextFreeMask << 1, NextFreeMask = Parent::NextFreeMask << 2, }; private: U32 getPathKey(); // only used on the server // Persist fields protected: StringTableEntry mName; S32 mPathIndex; Vector mTriggers; Point3F mOffset; Box3F mExtrudedBox; bool mStopped; // Loaded resources and fields protected: static PathedInterior *mClientPathedInteriors; AUDIOHANDLE mSustainHandle; StringTableEntry mInteriorResName; S32 mInteriorResIndex; Resource mInteriorRes; Interior* mInterior; Vector mVertexColorsNormal; Vector mVertexColorsAlarm; LM_HANDLE mLMHandle; MatrixF mBaseTransform; Point3F mBaseScale; U32 mPathKey; // only used on the client F64 mCurrentPosition; S32 mTargetPosition; Point3F mCurrentVelocity; PathedInterior *mNextClientPI; // Rendering protected: bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState); void renderObject(SceneState *state, SceneRenderImage *image); void renderShadowVolumes(SceneState *state); protected: bool onAdd(); void onRemove(); bool onSceneAdd(SceneGraph *graph); void onSceneRemove(); public: PathedInterior(); ~PathedInterior(); PathedInterior *getNext() { return mNextClientPI; } static PathedInterior *getClientPathedInteriors() { return mClientPathedInteriors; } void processTick(const Move* move); void setStopped() { mStopped = true; } void resolvePathKey(); bool onNewDataBlock(GameBaseData* dptr); bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere); bool readPI(Stream&); bool writePI(Stream&) const; PathedInterior* clone() const; DECLARE_CONOBJECT(PathedInterior); static void initPersistFields(); void setPathPosition(S32 newPosition); void setTargetPosition(S32 targetPosition); void computeNextPathStep(U32 timeDelta); Box3F getExtrudedBox() { return mExtrudedBox; } Point3F getVelocity(); void advance(F64 timeDelta); U32 packUpdate(NetConnection *conn, U32 mask, BitStream* stream); void unpackUpdate(NetConnection *conn, BitStream* stream); }; #endif // _H_PATHEDINTERIOR