/*==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.

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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,
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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,
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licensors of this Program grant you additional
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 or by snail mail at:
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*==LICENSE==*/
/** \file plAvBrainDrive.h
    */
#ifndef AVBRAINDRIVE_INC
#define AVBRAINDRIVE_INC

// base class
#include "plAvBrain.h"

/** A simple brain used to steer the player around without regard
    for physics. Used in production to quickly fly through a scene
    without having to actually solve puzzles, jump, etc.
    The 'Drive Brain' uses the same input keys as the avatar, with
    a few secret additions for convenience. At the time of this
    writing, you invoke the drive brain by pressing shift-P, and
    then use the forward and back arrows to move and th e left and 
    right arrows to rotate. The 'u' and 'j' keys will move your avatar
    vertically.
    Gravity and collision are completely suspended for avatars in
    drive mode, but they *can* still trigger region detectors if
    you need to fire off triggers, puzzles, or whatnot.
    Note that the drive brain inherits from the user brain, which
    parses control input for us.
*/
class plAvBrainDrive : public plArmatureBrain
{
public:
    plAvBrainDrive();
    /** Canonical constructer. Use this one.
        \param maxVelocity The highest speed this avatar can fly at.
        \param turnRate The speed at which we will turn, in radians per second.
        */
    plAvBrainDrive(float maxVelocity, float turnRate);


    // BRAIN PROTOCOL
    /** Suspend physics and get in line to receive keyboard control messages. */
    virtual void Activate(plArmatureModBase *avMod);

    /** Restore physical reality and stop handling input messages */
    virtual void Deactivate();

    /** Look at the key states and figure out if and how we should move */
    virtual hsBool Apply(double timeNow, float elapsed);     // main control loop. called by avatar eval()

    // the user brain base handles most of the details of control messages,
    // so this function just looks for the special command which gets us out
    // of drive mode. 
    virtual hsBool MsgReceive(plMessage* pMsg); // handle control input from the user

    CLASSNAME_REGISTER( plAvBrainDrive );
    GETINTERFACE_ANY( plAvBrainDrive, plArmatureBrain );

protected:
    void IEnablePhysics(bool enable, plKey avKey);
    
    float    fMaxVelocity;
    float    fTurnRate;
};

#endif // AVBRAINDRIVE_INC
