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/*==LICENSE==*
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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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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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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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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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Additional permissions under GNU GPL version 3 section 7
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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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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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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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*==LICENSE==*/
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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//#include <hkmath/vector3.h>
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//#include <hkdynamics/entity/rigidbody.h>
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#include "plAntiGravAction.h" // descends from Havok class, so must be included first, like havok objects
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// singular
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#include "plAvBrainSwim.h"
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// local
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#include "plArmatureMod.h"
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#include "plAvBehaviors.h"
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#include "plAvBrainHuman.h"
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#include "plAGAnim.h"
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#include "plAvBrainDrive.h"
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#include "plMatrixChannel.h"
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#include "plSwimRegion.h"
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#include "plAvatarTasks.h"
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#include "plArmatureEffects.h"
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#include "plAvTaskBrain.h"
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// global
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#include "hsQuat.h"
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#include "hsTimer.h"
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#include "plPhysical.h"
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#include "plPhysicalControllerCore.h"
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#include "plAvCallbackAction.h"
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// other
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#include "../plPhysical/plCollisionDetector.h"
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#include "../plPipeline/plDebugText.h"
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#include "../plMessage/plAvatarMsg.h"
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#include "../plMessage/plSwimMsg.h"
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#include "../plMessage/plLOSRequestMsg.h"
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#include "../plMessage/plLOSHitMsg.h"
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#include "../plMessage/plInputEventMsg.h"
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#include "../plMessage/plSimStateMsg.h"
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#include "../pnMessage/plCameraMsg.h"
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#include "../pfMessage/plArmatureEffectMsg.h"
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class plSwimBehavior : public plArmatureBehavior
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{
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friend class plAvBrainSwim;
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public:
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plSwimBehavior() : fAvMod(nil), fSwimBrain(nil) {}
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virtual ~plSwimBehavior() {}
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void Init(plAGAnim *anim, hsBool loop, plAvBrainSwim *brain, plArmatureMod *body, UInt8 index)
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{
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plArmatureBehavior::Init(anim, loop, brain, body, index);
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fAvMod = body;
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fSwimBrain = brain;
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}
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virtual hsBool PreCondition(double time, float elapsed) { return true; }
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protected:
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virtual void IStart()
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{
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plArmatureBehavior::IStart();
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fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false);
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}
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virtual void IStop()
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{
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plArmatureBehavior::IStop();
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fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false);
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}
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plArmatureMod *fAvMod;
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plAvBrainSwim *fSwimBrain;
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};
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class SwimForward: public plSwimBehavior
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{
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public:
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/** Walk key is down, fast key is not down */
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown());
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}
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};
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class SwimForwardFast: public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown());
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}
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};
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class SwimBack : public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->BackwardKeyDown());
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}
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};
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class TreadWater: public plSwimBehavior
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{
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};
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class SwimLeft : public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
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!(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
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!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()));
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}
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};
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class SwimRight : public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
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!(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
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!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()));
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}
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};
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class SwimTurn: public plSwimBehavior
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{
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public:
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virtual void Process(double time, float elapsed)
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{
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static const float maxTurnSpeed = 1.0f; // radians per second;
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static const float timeToMaxTurn = 0.5f;
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static const float incPerSec = maxTurnSpeed / timeToMaxTurn;
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// hsAssert(0, "fixme physx");
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float oldSpeed = fabs(fSwimBrain->fCallbackAction->GetTurnStrength());
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float thisInc = elapsed * incPerSec;
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float newSpeed = __min(oldSpeed + thisInc, maxTurnSpeed);
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fSwimBrain->fCallbackAction->SetTurnStrength(newSpeed * fAvMod->GetKeyTurnStrength() + fAvMod->GetAnalogTurnStrength());
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// the turn is actually applied during PhysicsUpdate
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}
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virtual void IStop()
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{
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// hsAssert(0, "fixme physx");
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if (fSwimBrain->fCallbackAction)
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fSwimBrain->fCallbackAction->SetTurnStrength(0.0f);
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plSwimBehavior::IStop();
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}
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};
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class SwimTurnLeft : public SwimTurn
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->GetTurnStrength() > 0 && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()));
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}
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};
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class SwimTurnRight : public SwimTurn
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->GetTurnStrength() < 0 && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()));
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}
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};
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class TreadTurnLeft : public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->TurnLeftKeyDown() && !fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown());
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}
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};
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class TreadTurnRight : public plSwimBehavior
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{
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public:
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virtual hsBool PreCondition(double time, float elapsed)
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{
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return (fAvMod->TurnRightKeyDown() && !fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown());
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}
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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const hsScalar plAvBrainSwim::kMinSwimDepth = 4.0f;
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plAvBrainSwim::plAvBrainSwim() :
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fCallbackAction(nil),
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fMode(kWalking),
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fSurfaceDistance(0.f)
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{
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fSurfaceProbeMsg = TRACKED_NEW plLOSRequestMsg();
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fSurfaceProbeMsg->SetReportType(plLOSRequestMsg::kReportHitOrMiss);
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fSurfaceProbeMsg->SetRequestType(plSimDefs::kLOSDBSwimRegion);
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fSurfaceProbeMsg->SetTestType(plLOSRequestMsg::kTestAny);
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fSurfaceProbeMsg->SetRequestID(plArmatureMod::kAvatarLOSSwimSurface);
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}
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plAvBrainSwim::~plAvBrainSwim()
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{
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if(fCallbackAction)
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{
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IDetachAction();
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delete fCallbackAction;
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fCallbackAction=nil;
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}
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fSurfaceProbeMsg->UnRef();
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int i;
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for (i = 0; i < fBehaviors.GetCount(); i++)
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delete fBehaviors[i];
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}
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hsBool plAvBrainSwim::Apply(double time, hsScalar elapsed)
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{
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IProbeSurface();
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if (fMode == kWalking)
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{
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if (fSurfaceDistance >= 0.f)
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{
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fMode = kWading;
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(fAvMod->GetNextBrain(this));
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// hsAssert(0, "fixme physx");
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if (huBrain && !huBrain->fCallbackAction->IsOnGround())
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{
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// We're jumping in! Trigger splash effect (sound)
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plArmatureEffectMsg *msg = TRACKED_NEW plArmatureEffectMsg(fAvMod->GetArmatureEffects()->GetKey(), kTime);
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msg->fEventTime = (hsScalar)time;
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msg->fTriggerIdx = plArmatureMod::kImpact;
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plEventCallbackInterceptMsg *iMsg = TRACKED_NEW plEventCallbackInterceptMsg;
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iMsg->AddReceiver(fAvMod->GetArmatureEffects()->GetKey());
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iMsg->fEventTime = (hsScalar)time;
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iMsg->fEvent = kTime;
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iMsg->SetMessage(msg);
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iMsg->Send();
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}
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}
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}
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plArmatureBrain *nextBrain = fAvMod->GetNextBrain(this);
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if (fMode == kWading)
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{
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if (fSurfaceDistance > kMinSwimDepth && fSurfaceDistance < 100.0f)
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IStartSwimming(true);
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else if (fSurfaceDistance < 0.f)
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fMode = kWalking;
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}
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int i;
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if (fMode == kWalking || fMode == kWading || nextBrain->IsRunningTask())
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{
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nextBrain->Apply(time, elapsed); // Let brain below process for us
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for (i = 0; i < kSwimBehaviorMax; i++)
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fBehaviors[i]->SetStrength(0.f, 2.f);
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}
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else if (fMode == kAbort)
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return false;
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else
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{
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if (fMode == kSwimming2D)
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{
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IProcessSwimming2D(time, elapsed);
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// The contact check is so that if buoyancy bobs us a little too high, we don't
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// switch to wading only to fall again.
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// hsAssert(0, "fixme physx");
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if (fSurfaceDistance < kMinSwimDepth-.5 && fCallbackAction->HadContacts())
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IStartWading();
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}
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else if (fMode == kSwimming3D)
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IProcessSwimming3D(time, elapsed);
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}
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return plArmatureBrain::Apply(time, elapsed);
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}
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hsBool plAvBrainSwim::MsgReceive(plMessage *msg)
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{
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plLOSHitMsg *losHit = plLOSHitMsg::ConvertNoRef(msg);
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if (losHit)
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{
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if (losHit->fRequestID == plArmatureMod::kAvatarLOSSwimSurface)
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{
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plSwimRegionInterface *region = nil;
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if (!losHit->fNoHit)
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{
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plSceneObject *hitObj = plSceneObject::ConvertNoRef(losHit->fObj->ObjectIsLoaded());
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region = hitObj ? plSwimRegionInterface::ConvertNoRef(hitObj->GetGenericInterface(plSwimRegionInterface::Index())) : nil;
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//100-fDistance because of casting the ray from above to get around physxs Raycast requirments
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fSurfaceDistance = 100.f-losHit->fDistance;
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}
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else
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fSurfaceDistance = -100.f;
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// hsAssert(0, "fixme physx");
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if (fCallbackAction)
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{
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if (region)
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fCallbackAction->SetSurface(region, fArmature->GetTarget(0)->GetLocalToWorld().GetTranslate().fZ + fSurfaceDistance);
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else
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fCallbackAction->SetSurface(nil, 0.f);
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}
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return true;
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}
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}
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plSwimMsg *swimMsg = plSwimMsg::ConvertNoRef(msg);
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if (swimMsg)
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{
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if (swimMsg->GetIsLeaving())
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fMode = kAbort;
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return true;
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}
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plControlEventMsg *ctrlMsg = plControlEventMsg::ConvertNoRef(msg);
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if (ctrlMsg)
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return IHandleControlMsg(ctrlMsg);
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|
|
if (fMode == kWalking || fMode == kWading)
|
|
|
|
return fAvMod->GetNextBrain(this)->MsgReceive(msg);
|
|
|
|
|
|
|
|
if (plAvSeekMsg *seekM = plAvSeekMsg::ConvertNoRef(msg))
|
|
|
|
{
|
|
|
|
|
|
|
|
// seek and subclasses always have a seek first
|
|
|
|
if (!seekM->fNoSeek)
|
|
|
|
{
|
|
|
|
// use dumb seek
|
|
|
|
plAvSeekTask *seek = TRACKED_NEW plAvSeekTask(seekM->fSeekPoint, seekM->fAlignType, seekM->fAnimName);
|
|
|
|
QueueTask(seek);
|
|
|
|
}
|
|
|
|
// else don't seek at all.
|
|
|
|
|
|
|
|
plAvOneShotMsg * oneshotM = plAvOneShotMsg::ConvertNoRef(msg);
|
|
|
|
if(oneshotM)
|
|
|
|
{
|
|
|
|
// if it's a oneshot, add the oneshot task as well
|
|
|
|
plAvOneShotTask *oneshot = TRACKED_NEW plAvOneShotTask(oneshotM, fAvMod, this);
|
|
|
|
QueueTask(oneshot);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (plArmatureBrain::MsgReceive(msg))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (fMode == kWading) // Things like LOS need to go to the human brain below us.
|
|
|
|
return fAvMod->GetNextBrain(this)->MsgReceive(msg);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::Activate(plArmatureModBase* avMod)
|
|
|
|
{
|
|
|
|
plArmatureBrain::Activate(avMod);
|
|
|
|
|
|
|
|
IInitAnimations();
|
|
|
|
fSurfaceProbeMsg->SetSender(fAvMod->GetKey());
|
|
|
|
|
|
|
|
// turn our underlying brain back on until we're all the way in the water.
|
|
|
|
fAvMod->GetNextBrain(this)->Resume();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::Deactivate()
|
|
|
|
{
|
|
|
|
plArmatureBrain::Deactivate();
|
|
|
|
|
|
|
|
IDetachAction();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::Suspend()
|
|
|
|
{
|
|
|
|
if (fMode == kSwimming2D)
|
|
|
|
IDetachAction();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::Resume()
|
|
|
|
{
|
|
|
|
if (fMode == kSwimming2D)
|
|
|
|
IAttachAction();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainSwim::IsWalking()
|
|
|
|
{
|
|
|
|
return fMode == kWalking;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainSwim::IsWading()
|
|
|
|
{
|
|
|
|
return fMode == kWading;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainSwim::IsSwimming()
|
|
|
|
{
|
|
|
|
return (fMode == kSwimming2D || fMode == kSwimming3D);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::IStartWading()
|
|
|
|
{
|
|
|
|
plArmatureBrain *nextBrain = fAvMod->GetNextBrain(this);
|
|
|
|
nextBrain->Resume();
|
|
|
|
fMode = kWading;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
fBehaviors[i]->SetStrength(0.f, 2.f);
|
|
|
|
|
|
|
|
IDetachAction();
|
|
|
|
|
|
|
|
if (fAvMod->IsLocalAvatar())
|
|
|
|
{
|
|
|
|
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
|
|
|
|
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
|
|
|
|
pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson);
|
|
|
|
pMsg->Send();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::IStartSwimming(bool is2D)
|
|
|
|
{
|
|
|
|
// if we *were* wading, the next brain will be running as well. turn it off
|
|
|
|
// if we weren't wading, there's no harm in suspending it redundantly.
|
|
|
|
plArmatureBrain *nextBrain = fAvMod->GetNextBrain(this);
|
|
|
|
nextBrain->Suspend();
|
|
|
|
|
|
|
|
IAttachAction();
|
|
|
|
if (is2D)
|
|
|
|
fMode = kSwimming2D;
|
|
|
|
else
|
|
|
|
fMode = kSwimming3D;
|
|
|
|
|
|
|
|
if (fAvMod->IsLocalAvatar())
|
|
|
|
{
|
|
|
|
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
|
|
|
|
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
|
|
|
|
pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson);
|
|
|
|
pMsg->Send();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainSwim::IProcessSwimming2D(double time, float elapsed)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
{
|
|
|
|
plSwimBehavior *behavior = (plSwimBehavior*)fBehaviors[i];
|
|
|
|
if (behavior->PreCondition(time, elapsed) && !IsRunningTask())
|
|
|
|
{
|
|
|
|
behavior->SetStrength(1.f, 2.f);
|
|
|
|
behavior->Process(time, elapsed);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
behavior->SetStrength(0.f, 2.f);
|
|
|
|
}
|
|
|
|
// hsAssert(0, "fixme physx");
|
|
|
|
fCallbackAction->RecalcVelocity(time, time - elapsed);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainSwim::IProcessSwimming3D(double time, float elapsed)
|
|
|
|
{
|
|
|
|
fAvMod->ApplyAnimations(time, elapsed);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainSwim::IInitAnimations()
|
|
|
|
{
|
|
|
|
plAGAnim *treadWater = fAvMod->FindCustomAnim("SwimIdle");
|
|
|
|
plAGAnim *swimForward = fAvMod->FindCustomAnim("SwimSlow");
|
|
|
|
plAGAnim *swimForwardFast = fAvMod->FindCustomAnim("SwimFast");
|
|
|
|
plAGAnim *swimBack = fAvMod->FindCustomAnim("SwimBackward");
|
|
|
|
plAGAnim *swimLeft = fAvMod->FindCustomAnim("SideSwimLeft");
|
|
|
|
plAGAnim *swimRight = fAvMod->FindCustomAnim("SideSwimRight");
|
|
|
|
plAGAnim *treadWaterLeft = fAvMod->FindCustomAnim("TreadWaterTurnLeft");
|
|
|
|
plAGAnim *treadWaterRight = fAvMod->FindCustomAnim("TreadWaterTurnRight");
|
|
|
|
|
|
|
|
static const float defaultFade = 2.0f;
|
|
|
|
fBehaviors.SetCountAndZero(kSwimBehaviorMax);
|
|
|
|
plSwimBehavior *behavior;
|
|
|
|
fBehaviors[kTreadWater] = behavior = TRACKED_NEW TreadWater;
|
|
|
|
behavior->Init(treadWater, true, this, fAvMod, kTreadWater);
|
|
|
|
|
|
|
|
fBehaviors[kSwimForward] = behavior = TRACKED_NEW SwimForward;
|
|
|
|
behavior->Init(swimForward, true, this, fAvMod, kSwimForward);
|
|
|
|
|
|
|
|
fBehaviors[kSwimForwardFast] = behavior = TRACKED_NEW SwimForwardFast;
|
|
|
|
behavior->Init(swimForwardFast, true, this, fAvMod, kSwimForwardFast);
|
|
|
|
|
|
|
|
fBehaviors[kSwimBack] = behavior = TRACKED_NEW SwimBack;
|
|
|
|
behavior->Init(swimBack, true, this, fAvMod, kSwimBack);
|
|
|
|
|
|
|
|
fBehaviors[kSwimLeft] = behavior = TRACKED_NEW SwimLeft;
|
|
|
|
behavior->Init(swimLeft, true, this, fAvMod, kSwimLeft);
|
|
|
|
|
|
|
|
fBehaviors[kSwimRight] = behavior = TRACKED_NEW SwimRight;
|
|
|
|
behavior->Init(swimRight, true, this, fAvMod, kSwimRight);
|
|
|
|
|
|
|
|
fBehaviors[kSwimTurnLeft] = behavior = TRACKED_NEW SwimTurnLeft;
|
|
|
|
behavior->Init(nil, true, this, fAvMod, kSwimTurnLeft);
|
|
|
|
|
|
|
|
fBehaviors[kSwimTurnRight] = behavior = TRACKED_NEW SwimTurnRight;
|
|
|
|
behavior->Init(nil, true, this, fAvMod, kSwimTurnRight);
|
|
|
|
|
|
|
|
fBehaviors[kTreadTurnLeft] = behavior = TRACKED_NEW TreadTurnLeft;
|
|
|
|
behavior->Init(treadWaterLeft, true, this, fAvMod, kTreadTurnLeft);
|
|
|
|
|
|
|
|
fBehaviors[kTreadTurnRight] = behavior = TRACKED_NEW TreadTurnRight;
|
|
|
|
behavior->Init(treadWaterRight, true, this, fAvMod, kTreadTurnRight);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainSwim::IAttachAction()
|
|
|
|
{
|
|
|
|
bool result = false;
|
|
|
|
if(fAvMod)
|
|
|
|
{
|
|
|
|
// hsAssert(0, "fixme physx");
|
|
|
|
plPhysicalControllerCore *physical = fAvMod->GetController();
|
|
|
|
|
|
|
|
if (physical)
|
|
|
|
{
|
|
|
|
if (!fCallbackAction)
|
|
|
|
{
|
|
|
|
plSceneObject * avObj = fArmature->GetTarget(0);
|
|
|
|
plAGModifier *agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
|
|
|
|
fCallbackAction = new plSwimmingController(avObj, agMod->GetApplicator(kAGPinTransform),physical);
|
|
|
|
// physical->AttachAction(fCallbackAction, true, false);
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fCallbackAction->ActivateController();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainSwim::IDetachAction()
|
|
|
|
{
|
|
|
|
bool result = false;
|
|
|
|
|
|
|
|
if (fCallbackAction)
|
|
|
|
{
|
|
|
|
// hsAssert(0, "fixme physx");
|
|
|
|
// plPhysical *physical = fAvMod->GetPhysical();
|
|
|
|
//
|
|
|
|
// if(physical)
|
|
|
|
// {
|
|
|
|
// physical->RemoveAction(fCallbackAction);
|
|
|
|
// result = true; // there was an action and we removed it
|
|
|
|
// }
|
|
|
|
|
|
|
|
// TODO: We get a compiler warning about deleting a pointer to an
|
|
|
|
// undefined class. So, who knows what the code is actually doing.
|
|
|
|
// Seems bad. Just putting a note in here for whoever fixes the
|
|
|
|
// physx issue.
|
|
|
|
//delete fCallbackAction;
|
|
|
|
//fCallbackAction = nil;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainSwim::IProbeSurface()
|
|
|
|
{
|
|
|
|
hsPoint3 ourPos = fAvMod->GetTarget(0)->GetLocalToWorld().GetTranslate();
|
|
|
|
hsPoint3 up = ourPos;
|
|
|
|
up.fZ += 100;
|
|
|
|
fSurfaceProbeMsg->SetFrom(up);
|
|
|
|
fSurfaceProbeMsg->SetTo(ourPos);
|
|
|
|
fSurfaceProbeMsg->SendAndKeep();
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainSwim::IHandleControlMsg(plControlEventMsg* msg)
|
|
|
|
{
|
|
|
|
ControlEventCode moveCode = msg->GetControlCode();
|
|
|
|
if (msg->ControlActivated())
|
|
|
|
{
|
|
|
|
switch (moveCode)
|
|
|
|
{
|
|
|
|
case B_CONTROL_TOGGLE_PHYSICAL:
|
|
|
|
{
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE // external clients can't go non-physical
|
|
|
|
plAvBrainDrive *driver = TRACKED_NEW plAvBrainDrive(20, 1);
|
|
|
|
fAvMod->PushBrain(driver);
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void plAvBrainSwim::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt)
|
|
|
|
{
|
|
|
|
sprintf(strBuf, "Brain type: Swim");
|
|
|
|
debugTxt.DrawString(x, y, strBuf, 0, 255, 255);
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
switch(fMode) {
|
|
|
|
case kWading:
|
|
|
|
sprintf(strBuf, "Mode: Wading");
|
|
|
|
break;
|
|
|
|
case kSwimming2D:
|
|
|
|
sprintf(strBuf, "Mode: Swimming2D");
|
|
|
|
break;
|
|
|
|
case kSwimming3D:
|
|
|
|
sprintf(strBuf, "Mode: Swimming3D");
|
|
|
|
break;
|
|
|
|
case kAbort:
|
|
|
|
sprintf(strBuf, "Mode: Abort (you should never see this)");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
|
|
|
|
// hsAssert(0, "fixme physx");
|
|
|
|
// float buoy = fCallbackAction? fCallbackAction->GetBuoyancy() : 0.0f;
|
|
|
|
// sprintf(strBuf, "Distance to surface: %f Buoyancy: %f", fSurfaceDistance, buoy);
|
|
|
|
// debugTxt.DrawString(x, y, strBuf);
|
|
|
|
// y += lineHeight;
|
|
|
|
//
|
|
|
|
// hsVector3 linV;
|
|
|
|
// fAvMod->GetPhysical()->GetLinearVelocitySim(linV);
|
|
|
|
// hsVector3 angV;
|
|
|
|
// fAvMod->GetPhysical()->GetAngularVelocitySim(angV);
|
|
|
|
// hsScalar angle = angV.fZ > 0 ? angV.Magnitude() : -angV.Magnitude();
|
|
|
|
// sprintf(strBuf, "Velocity: Linear (%5.2f, %5.2f, %5.2f), Angular %5.2f", linV.fX, linV.fY, linV.fZ, angle);
|
|
|
|
// debugTxt.DrawString(x, y, strBuf);
|
|
|
|
// y += lineHeight;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
fBehaviors[i]->DumpDebug(x, y, lineHeight, strBuf, debugTxt);
|
|
|
|
}
|