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Update SDL files in plSDL to match the copies in Scripts
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Original file line numberDiff line numberDiff line change
@@ -1,3 +1,44 @@
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# /*==LICENSE==*
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#
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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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#
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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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#
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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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#
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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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#
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# Additional permissions under GNU GPL version 3 section 7
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#
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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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#
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# You can contact Cyan Worlds, Inc. by email [email protected]
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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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#
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# *==LICENSE==*/
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#===============================================
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# Changing an SDL record? Be sure to leave the
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# legacy record intact and make changes in
@@ -13,30 +54,18 @@
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#
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# Defines the state of an animation controller
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#
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1658
STATEDESC AnimTimeConvert
1759
{
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VERSION 5
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VAR INT flags[1] DEFAULT=0
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VAR FLOAT lastStateAnimTime[1] DEFAULT=0
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VAR FLOAT loopEnd[1] DEFAULT=0
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VAR FLOAT loopBegin[1] DEFAULT=0
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VAR FLOAT speed[1] DEFAULT=1
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VAR CREATABLE speedEaseCurve[1]
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VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
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VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
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VAR TIME lastStateChange[1] DEFAULT=0
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}
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STATEDESC AnimTimeConvert
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{
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VERSION 6
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VAR INT flags[1] DEFAULT=0
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VAR FLOAT lastStateAnimTime[1] DEFAULT=0
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VAR FLOAT loopEnd[1] DEFAULT=0
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VAR FLOAT loopBegin[1] DEFAULT=0
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VAR FLOAT speed[1] DEFAULT=1
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VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
38-
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
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VAR TIME lastStateChange[1] DEFAULT=0
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VERSION 6
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VAR INT flags[1] DEFAULT=0
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VAR FLOAT lastStateAnimTime[1] DEFAULT=0
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VAR FLOAT loopEnd[1] DEFAULT=0
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VAR FLOAT loopBegin[1] DEFAULT=0
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VAR FLOAT speed[1] DEFAULT=1
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VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
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VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
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VAR TIME lastStateChange[1] DEFAULT=0
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}
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4271
#
@@ -45,9 +74,9 @@ STATEDESC AnimTimeConvert
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#
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STATEDESC AGMaster
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{
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VERSION 5
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VAR $AnimTimeConvert atcs[] # variable length list
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VAR BYTE blends[]
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VERSION 5
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VAR $AnimTimeConvert atcs[] # variable length list
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VAR BYTE blends[]
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}
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5382
#
@@ -56,17 +85,17 @@ STATEDESC AGMaster
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#
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STATEDESC Layer
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{
59-
VERSION 6
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VAR $AnimTimeConvert atc[1]
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VERSION 6
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VAR $AnimTimeConvert atc[1]
6190

62-
VAR INT passThruChannels[1] DEFAULT=0
63-
VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel
91+
VAR INT passThruChannels[1] DEFAULT=0
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VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel
6493

65-
VAR BYTE channelData[] # A byte array for the channels below. Its size
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# will depend on the layer's fOwnedChannels.
67-
#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1)
70-
#VAR BYTE opacity[1] DEFAULT=255
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VAR BYTE channelData[] # A byte array for the channels below. Its size
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# will depend on the layer's fOwnedChannels.
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#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1)
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#VAR BYTE opacity[1] DEFAULT=255
71100
}
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+101-95
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,44 @@
1+
# /*==LICENSE==*
2+
#
3+
# CyanWorlds.com Engine - MMOG client, server and tools
4+
# Copyright (C) 2011 Cyan Worlds, Inc.
5+
#
6+
# This program is free software: you can redistribute it and/or modify
7+
# it under the terms of the GNU General Public License as published by
8+
# the Free Software Foundation, either version 3 of the License, or
9+
# (at your option) any later version.
10+
#
11+
# This program is distributed in the hope that it will be useful,
12+
# but WITHOUT ANY WARRANTY; without even the implied warranty of
13+
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14+
# GNU General Public License for more details.
15+
#
16+
# You should have received a copy of the GNU General Public License
17+
# along with this program. If not, see <http://www.gnu.org/licenses/>.
18+
#
19+
# Additional permissions under GNU GPL version 3 section 7
20+
#
21+
# If you modify this Program, or any covered work, by linking or
22+
# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
23+
# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
24+
# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
25+
# (or a modified version of those libraries),
26+
# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
27+
# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
28+
# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
29+
# licensors of this Program grant you additional
30+
# permission to convey the resulting work. Corresponding Source for a
31+
# non-source form of such a combination shall include the source code for
32+
# 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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#
35+
# You can contact Cyan Worlds, Inc. by email [email protected]
36+
# or by snail mail at:
37+
# Cyan Worlds, Inc.
38+
# 14617 N Newport Hwy
39+
# Mead, WA 99021
40+
#
41+
# *==LICENSE==*/
142
#===============================================
243
# Changing an SDL record? Be sure to leave the
344
# legacy record intact and make changes in
@@ -12,139 +53,104 @@
1253
#
1354
# Defines a standard anim stage (used by the genericBrain)
1455
#
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1557
STATEDESC standardStage
1658
{
17-
VERSION 2
18-
VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
20-
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR FLOAT length[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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}
34-
STATEDESC standardStage
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{
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VERSION 3
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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VERSION 3
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
5174
}
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5376
#
5477
# State for the plAvBrainGeneric
5578
#
56-
STATEDESC genericBrain
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STATEDESC genericBrain
5780
{
58-
VERSION 3
59-
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
60-
VAR $standardStage stages[]
61-
VAR BYTE currentStage[1] DEFAULT=0
62-
VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
63-
VAR PLKEY callbackRcvr[1]
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VAR BOOL movingForward[1] DEFAULT=true
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VAR BYTE exitFlags[1] DEFAULT=0
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VAR BYTE type[1] # could be byte
67-
VAR BYTE mode[1] # could be byte
68-
VAR FLOAT fadeIn[1] DEFAULT=1.0
69-
VAR FLOAT fadeOut[1] DEFAULT=1.0
70-
VAR BYTE moveMode[1] # could be byte
71-
VAR BYTE bodyUsage[1] # could be byte
81+
VERSION 3
82+
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
83+
VAR $standardStage stages[]
84+
VAR BYTE currentStage[1] DEFAULT=0
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VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
86+
VAR PLKEY callbackRcvr[1]
87+
VAR BOOL movingForward[1] DEFAULT=true
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VAR BYTE exitFlags[1] DEFAULT=0
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VAR BYTE type[1] # could be byte
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VAR BYTE mode[1] # could be byte
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VAR FLOAT fadeIn[1] DEFAULT=1.0
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VAR FLOAT fadeOut[1] DEFAULT=1.0
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VAR BYTE moveMode[1] # could be byte
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VAR BYTE bodyUsage[1] # could be byte
7295
}
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7497
#
7598
# State for the plAvBrainClimb
7699
#
77100
STATEDESC climbBrain
78101
{
79-
VERSION 1
80-
VAR INT curMode[1]
81-
VAR INT nextMode[1]
82-
VAR INT allowedDirections[1]
83-
VAR INT allowedDismounts[1]
84-
VAR FLOAT vertProbeLength[1]
85-
VAR FLOAT horizProbeLength[1]
86-
VAR BOOL curStageAttached[1]
87-
VAR INT curStage[1]
88-
VAR FLOAT curStageTime[1]
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VAR FLOAT curStageStrength[1]
90-
VAR BOOL exitStageAttached[1]
91-
VAR INT exitStage[1]
92-
VAR FLOAT exitStageTime[1]
93-
VAR BOOL exitStageStrength[1]
102+
VERSION 1
103+
VAR INT curMode[1]
104+
VAR INT nextMode[1]
105+
VAR INT allowedDirections[1]
106+
VAR INT allowedDismounts[1]
107+
VAR FLOAT vertProbeLength[1]
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VAR FLOAT horizProbeLength[1]
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VAR BOOL curStageAttached[1]
110+
VAR INT curStage[1]
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VAR FLOAT curStageTime[1]
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VAR FLOAT curStageStrength[1]
113+
VAR BOOL exitStageAttached[1]
114+
VAR INT exitStage[1]
115+
VAR FLOAT exitStageTime[1]
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VAR BOOL exitStageStrength[1]
94117
}
95118

96119
STATEDESC driveBrain
97120
{
98-
VERSION 1
99-
VAR INT unUsed[1]
121+
VERSION 1
122+
VAR INT unUsed[1]
100123
}
101124

102125
#
103126
# A pseudo-union structure. It looks like it contains several varying-length
104127
# arrays, but in reality only one of them has anything in it, and only one
105128
# brain at that.
106-
STATEDESC brainUnion
129+
STATEDESC brainUnion
107130
{
108-
VERSION 1
109-
VAR $genericBrain fGenericBrain[]
110-
VAR $climbBrain fClimbBrain[]
111-
VAR $driveBrain fDriveBrain[]
131+
VERSION 1
132+
VAR $genericBrain fGenericBrain[]
133+
VAR $climbBrain fClimbBrain[]
134+
VAR $driveBrain fDriveBrain[]
112135
}
113136

114137
#
115138
# The base block contains state for the plAvBrainHuman (which all avatars must have)
116139
# and a variable-length state of brains of varying type.
117140
#
118-
STATEDESC avatar
119-
{
120-
VERSION 5
121-
VAR $brainUnion brainStack[]
122-
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
123-
}
124-
125-
STATEDESC avatar
126-
{
127-
VERSION 6
128-
VAR $brainUnion brainStack[]
129-
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
130-
131-
VAR POINT3 position[1] DEFAULT=(0,0,0)
132-
VAR FLOAT rotation[1] DEFAULT=0.0
133-
VAR PLKEY subworld[1]
134-
}
135141

136142
STATEDESC avatar
137143
{
138-
VERSION 7
139-
VAR $brainUnion brainStack[]
140-
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
144+
VERSION 7
145+
VAR $brainUnion brainStack[]
146+
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
141147
}
142148

143149
STATEDESC avatarPhysical
144150
{
145-
VERSION 1
151+
VERSION 1
146152

147-
VAR POINT3 position[1] DEFAULT=(0,0,0)
148-
VAR FLOAT rotation[1] DEFAULT=0.0
149-
VAR PLKEY subworld[1]
153+
VAR POINT3 position[1] DEFAULT=(0,0,0)
154+
VAR FLOAT rotation[1] DEFAULT=0.0
155+
VAR PLKEY subworld[1]
150156
}

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