# /*==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 legal@cyan.com
#  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
# a new copy of the record. - eap
#===============================================

#
# Avatar State Description
# You might want to read these from the bottom of the file up to get the top-down perspective
#

#
# 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
}

#
# State for the plAvBrainGeneric
#
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
}

#
# 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]
}

STATEDESC driveBrain
{
	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
{
	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
}

STATEDESC avatarPhysical
{
	VERSION 1

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