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Update SDL files in plSDL to match the copies in Scripts
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dgelessus committed Sep 17, 2023
1 parent accab6a commit 5f013b4
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99 changes: 64 additions & 35 deletions Sources/Plasma/PubUtilLib/plSDL/SDL/animation.sdl
Original file line number Diff line number Diff line change
@@ -1,3 +1,44 @@
# /*==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/>.
#
# Additional permissions under GNU GPL version 3 section 7
#
# If you modify this Program, or any covered work, by linking or
# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
# (or a modified version of those libraries),
# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
# licensors of this Program grant you additional
# permission to convey the resulting work. Corresponding Source for a
# non-source form of such a combination shall include the source code for
# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
# work.
#
# You can contact Cyan Worlds, Inc. by email [email protected]
# or by snail mail at:
# Cyan Worlds, Inc.
# 14617 N Newport Hwy
# Mead, WA 99021
#
# *==LICENSE==*/
#===============================================
# Changing an SDL record? Be sure to leave the
# legacy record intact and make changes in
Expand All @@ -13,30 +54,18 @@
#
# Defines the state of an animation controller
#

STATEDESC AnimTimeConvert
{
VERSION 5
VAR INT flags[1] DEFAULT=0
VAR FLOAT lastStateAnimTime[1] DEFAULT=0
VAR FLOAT loopEnd[1] DEFAULT=0
VAR FLOAT loopBegin[1] DEFAULT=0
VAR FLOAT speed[1] DEFAULT=1
VAR CREATABLE speedEaseCurve[1]
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
VAR TIME lastStateChange[1] DEFAULT=0
}
STATEDESC AnimTimeConvert
{
VERSION 6
VAR INT flags[1] DEFAULT=0
VAR FLOAT lastStateAnimTime[1] DEFAULT=0
VAR FLOAT loopEnd[1] DEFAULT=0
VAR FLOAT loopBegin[1] DEFAULT=0
VAR FLOAT speed[1] DEFAULT=1
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
VAR TIME lastStateChange[1] DEFAULT=0
VERSION 6
VAR INT flags[1] DEFAULT=0
VAR FLOAT lastStateAnimTime[1] DEFAULT=0
VAR FLOAT loopEnd[1] DEFAULT=0
VAR FLOAT loopBegin[1] DEFAULT=0
VAR FLOAT speed[1] DEFAULT=1
VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
VAR TIME lastStateChange[1] DEFAULT=0
}

#
Expand All @@ -45,9 +74,9 @@ STATEDESC AnimTimeConvert
#
STATEDESC AGMaster
{
VERSION 5
VAR $AnimTimeConvert atcs[] # variable length list
VAR BYTE blends[]
VERSION 5
VAR $AnimTimeConvert atcs[] # variable length list
VAR BYTE blends[]
}

#
Expand All @@ -56,17 +85,17 @@ STATEDESC AGMaster
#
STATEDESC Layer
{
VERSION 6
VAR $AnimTimeConvert atc[1]
VERSION 6
VAR $AnimTimeConvert atc[1]

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

VAR BYTE channelData[] # A byte array for the channels below. Its size
# will depend on the layer's fOwnedChannels.
#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1)
#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1)
#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1)
#VAR BYTE opacity[1] DEFAULT=255
VAR BYTE channelData[] # A byte array for the channels below. Its size
# will depend on the layer's fOwnedChannels.
#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1)
#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1)
#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1)
#VAR BYTE opacity[1] DEFAULT=255
}

196 changes: 101 additions & 95 deletions Sources/Plasma/PubUtilLib/plSDL/SDL/avatar.sdl
Original file line number Diff line number Diff line change
@@ -1,3 +1,44 @@
# /*==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/>.
#
# Additional permissions under GNU GPL version 3 section 7
#
# If you modify this Program, or any covered work, by linking or
# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
# (or a modified version of those libraries),
# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
# licensors of this Program grant you additional
# permission to convey the resulting work. Corresponding Source for a
# non-source form of such a combination shall include the source code for
# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
# work.
#
# You can contact Cyan Worlds, Inc. by email [email protected]
# or by snail mail at:
# Cyan Worlds, Inc.
# 14617 N Newport Hwy
# Mead, WA 99021
#
# *==LICENSE==*/
#===============================================
# Changing an SDL record? Be sure to leave the
# legacy record intact and make changes in
Expand All @@ -12,139 +53,104 @@
#
# Defines a standard anim stage (used by the genericBrain)
#

STATEDESC standardStage
{
VERSION 2
VAR STRING32 name[1]
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
VAR BOOL notifyEnter[1] DEFAULT=false
VAR BOOL notifyLoop[1] DEFAULT=false
VAR BOOL notifyStageAdvance[1] DEFAULT=false
VAR BOOL notifyStageRegress[1] DEFAULT=false
VAR BOOL useGlobalCoords[1] DEFAULT=false
VAR FLOAT localTime[1] DEFAULT=0
VAR FLOAT length[1] DEFAULT=0
VAR SHORT currentLoop[1] DEFAULT=0
VAR BOOL isAttached[1] DEFAULT=false
}
STATEDESC standardStage
{
VERSION 3
VAR STRING32 name[1]
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
VAR BOOL notifyEnter[1] DEFAULT=false
VAR BOOL notifyLoop[1] DEFAULT=false
VAR BOOL notifyStageAdvance[1] DEFAULT=false
VAR BOOL notifyStageRegress[1] DEFAULT=false
VAR BOOL useGlobalCoords[1] DEFAULT=false
VAR FLOAT localTime[1] DEFAULT=0
VAR SHORT currentLoop[1] DEFAULT=0
VAR BOOL isAttached[1] DEFAULT=false
VERSION 3
VAR STRING32 name[1]
VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
VAR BOOL notifyEnter[1] DEFAULT=false
VAR BOOL notifyLoop[1] DEFAULT=false
VAR BOOL notifyStageAdvance[1] DEFAULT=false
VAR BOOL notifyStageRegress[1] DEFAULT=false
VAR BOOL useGlobalCoords[1] DEFAULT=false
VAR FLOAT localTime[1] DEFAULT=0
VAR SHORT currentLoop[1] DEFAULT=0
VAR BOOL isAttached[1] DEFAULT=false
}

#
# State for the plAvBrainGeneric
#
STATEDESC genericBrain
STATEDESC genericBrain
{
VERSION 3
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
VAR $standardStage stages[]
VAR BYTE currentStage[1] DEFAULT=0
VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
VAR PLKEY callbackRcvr[1]
VAR BOOL movingForward[1] DEFAULT=true
VAR BYTE exitFlags[1] DEFAULT=0
VAR BYTE type[1] # could be byte
VAR BYTE mode[1] # could be byte
VAR FLOAT fadeIn[1] DEFAULT=1.0
VAR FLOAT fadeOut[1] DEFAULT=1.0
VAR BYTE moveMode[1] # could be byte
VAR BYTE bodyUsage[1] # could be byte
VERSION 3
VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
VAR $standardStage stages[]
VAR BYTE currentStage[1] DEFAULT=0
VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
VAR PLKEY callbackRcvr[1]
VAR BOOL movingForward[1] DEFAULT=true
VAR BYTE exitFlags[1] DEFAULT=0
VAR BYTE type[1] # could be byte
VAR BYTE mode[1] # could be byte
VAR FLOAT fadeIn[1] DEFAULT=1.0
VAR FLOAT fadeOut[1] DEFAULT=1.0
VAR BYTE moveMode[1] # could be byte
VAR BYTE bodyUsage[1] # could be byte
}

#
# State for the plAvBrainClimb
#
STATEDESC climbBrain
{
VERSION 1
VAR INT curMode[1]
VAR INT nextMode[1]
VAR INT allowedDirections[1]
VAR INT allowedDismounts[1]
VAR FLOAT vertProbeLength[1]
VAR FLOAT horizProbeLength[1]
VAR BOOL curStageAttached[1]
VAR INT curStage[1]
VAR FLOAT curStageTime[1]
VAR FLOAT curStageStrength[1]
VAR BOOL exitStageAttached[1]
VAR INT exitStage[1]
VAR FLOAT exitStageTime[1]
VAR BOOL exitStageStrength[1]
VERSION 1
VAR INT curMode[1]
VAR INT nextMode[1]
VAR INT allowedDirections[1]
VAR INT allowedDismounts[1]
VAR FLOAT vertProbeLength[1]
VAR FLOAT horizProbeLength[1]
VAR BOOL curStageAttached[1]
VAR INT curStage[1]
VAR FLOAT curStageTime[1]
VAR FLOAT curStageStrength[1]
VAR BOOL exitStageAttached[1]
VAR INT exitStage[1]
VAR FLOAT exitStageTime[1]
VAR BOOL exitStageStrength[1]
}

STATEDESC driveBrain
{
VERSION 1
VAR INT unUsed[1]
VERSION 1
VAR INT unUsed[1]
}

#
# A pseudo-union structure. It looks like it contains several varying-length
# arrays, but in reality only one of them has anything in it, and only one
# brain at that.
STATEDESC brainUnion
STATEDESC brainUnion
{
VERSION 1
VAR $genericBrain fGenericBrain[]
VAR $climbBrain fClimbBrain[]
VAR $driveBrain fDriveBrain[]
VERSION 1
VAR $genericBrain fGenericBrain[]
VAR $climbBrain fClimbBrain[]
VAR $driveBrain fDriveBrain[]
}

#
# The base block contains state for the plAvBrainHuman (which all avatars must have)
# and a variable-length state of brains of varying type.
#
STATEDESC avatar
{
VERSION 5
VAR $brainUnion brainStack[]
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
}

STATEDESC avatar
{
VERSION 6
VAR $brainUnion brainStack[]
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility

VAR POINT3 position[1] DEFAULT=(0,0,0)
VAR FLOAT rotation[1] DEFAULT=0.0
VAR PLKEY subworld[1]
}

STATEDESC avatar
{
VERSION 7
VAR $brainUnion brainStack[]
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
VERSION 7
VAR $brainUnion brainStack[]
VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
}

STATEDESC avatarPhysical
{
VERSION 1
VERSION 1

VAR POINT3 position[1] DEFAULT=(0,0,0)
VAR FLOAT rotation[1] DEFAULT=0.0
VAR PLKEY subworld[1]
VAR POINT3 position[1] DEFAULT=(0,0,0)
VAR FLOAT rotation[1] DEFAULT=0.0
VAR PLKEY subworld[1]
}
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