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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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#include "hsConfig.h"
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#include "hsWindows.h"
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// singular
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#include "plAvatarTasks.h"
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// local
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#include "plArmatureMod.h"
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#include "plSeekPointMod.h"
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#include "plAvBrainHuman.h"
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#include "plAGAnim.h"
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#include "plAGAnimInstance.h"
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#include "plAGModifier.h"
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#include "plMatrixChannel.h"
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#include "plAvCallbackAction.h"
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#include "plAvatarMgr.h"
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// global
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#include "hsUtils.h"
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// other
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#include "plgDispatch.h"
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#include "../plMessage/plAvatarMsg.h"
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#include "../plMessage/plAnimCmdMsg.h"
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#include "../plMessage/plOneShotCallbacks.h"
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#include "../plMessage/plConsoleMsg.h"
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#include "../pnKeyedObject/plKey.h"
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#include "../pnSceneObject/plCoordinateInterface.h"
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#include "../plPipeline/plDebugText.h"
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#include "../plInputCore/plInputInterfaceMgr.h"
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#include "../plNetClient/plNetClientMgr.h"
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#include "../plNetCommon/plNetCommon.h"
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#include "../plMessage/plLinkToAgeMsg.h"
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#include "../pfMessage/pfKIMsg.h"
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// for console hack
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hsBool plAvOneShotTask::fForce3rdPerson = true;
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#include "../pnMessage/plCameraMsg.h"
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/////////////
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//
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// PLAVTASK
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// Abstract definition for the avatar task class
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//
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/////////////
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plAvTask::plAvTask()
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{
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}
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// START
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hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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return true; // true indicates the task has started succesfully
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}
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// PROCESS
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hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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return false;
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}
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// Finish -----------------------------------------------------------------------------------
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// -------
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void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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}
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// DUMPDEBUG
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void plAvTask::DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt)
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{
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debugTxt.DrawString(x, y, "<anonymous task>");
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y += lineHeight;
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}
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// READ
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void plAvTask::Read(hsStream *stream, hsResMgr *mgr)
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{
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plCreatable::Read(stream, mgr);
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}
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// WRITE
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void plAvTask::Write(hsStream *stream, hsResMgr *mgr)
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{
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plCreatable::Write(stream, mgr);
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}
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void plAvTask::ILimitPlayersInput(plArmatureMod *avatar)
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{
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// make sure this is the local avatar we are talking about
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if (avatar == plAvatarMgr::GetInstance()->GetLocalAvatar())
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{
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plInputInterfaceMgr::GetInstance()->ForceCursorHidden(true);
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// tell the KI to be disabled while we are busy
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kTempDisableKIandBB);
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plgDispatch::MsgSend( msg );
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}
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}
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void plAvTask::IUndoLimitPlayersInput(plArmatureMod *avatar)
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{
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// make sure this is the local avatar we are talking about
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if (avatar == plAvatarMgr::GetInstance()->GetLocalAvatar())
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{
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plInputInterfaceMgr::GetInstance()->ForceCursorHidden(false);
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// tell the KI to be re-enabled
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kTempEnableKIandBB);
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plgDispatch::MsgSend( msg );
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}
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}
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/////////////
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//
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// AVSEEKTASK
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//
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/////////////
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// CTOR default
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plAvSeekTask::plAvSeekTask()
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: fAnimName(nil),
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fAlign(kAlignHandle),
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fDuration(0.25f),
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fTarget(nil),
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fAnimInstance(nil),
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fTargetTime(nil),
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fPhysicalAtStart(false),
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fCleanup(false)
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{
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}
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// CTOR target, align, animName
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plAvSeekTask::plAvSeekTask(plKey target, plAvAlignment align, const char *animName)
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: fAlign(align),
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fDuration(0.25f),
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fTarget(target),
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fAnimInstance(nil),
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fTargetTime(nil),
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fPhysicalAtStart(false),
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fCleanup(false)
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{
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fAnimName = hsStrcpy(animName);
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}
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// CTOR target
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plAvSeekTask::plAvSeekTask(plKey target)
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: fAnimName(nil),
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fAlign(kAlignHandle),
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fDuration(0.25f),
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fTarget(target),
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fAnimInstance(nil),
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fTargetTime(nil),
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fPhysicalAtStart(false),
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fCleanup(false)
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{
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}
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void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQuat *rotation)
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{
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hsPoint3 p = (hsPoint3)transform.GetTranslate();
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position->fX = p.fX; position->fY = p.fY; position->fZ = p.fZ;
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transform.RemoveScale();
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rotation->SetFromMatrix(&transform);
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rotation->Normalize();
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float angle;
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hsVector3 axis;
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rotation->GetAngleAxis(&angle, &axis);
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}
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// START
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// Adjust our goal time based on our duration and the current time
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hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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fTargetTime = time + fDuration; // clock starts now....
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fPhysicalAtStart = avatar->IsPhysicsEnabled();
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avatar->EnablePhysics(false); // always turn physics off for seek
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain);
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if(huBrain)
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huBrain->IdleOnly();
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ILimitPlayersInput(avatar);
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if (!fTarget || !fTarget->ObjectIsLoaded())
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{
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fCleanup = true;
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return true;
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}
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plSceneObject* seekTarget = plSceneObject::ConvertNoRef(fTarget->ObjectIsLoaded());
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hsMatrix44 targetL2W = seekTarget->GetLocalToWorld();
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const plCoordinateInterface* subworldCI = nil;
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if (avatar->GetController())
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subworldCI = avatar->GetController()->GetSubworldCI();
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if (subworldCI)
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targetL2W = subworldCI->GetWorldToLocal() * targetL2W;
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switch(fAlign)
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{
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// just match our handle to the target matrix
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case kAlignHandle:
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// targetL2Sim is already correct
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break;
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// match our handle to the target matrix at the end of the given animation
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case kAlignHandleAnimEnd:
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{
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hsMatrix44 adjustment;
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plAGAnim *anim = avatar->FindCustomAnim(fAnimName);
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GetStartToEndTransform(anim, nil, &adjustment, "Handle"); // actually getting end-to-start
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targetL2W = targetL2W * adjustment;
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}
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break;
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default:
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break;
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};
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GetPositionAndRotation(targetL2W, &fTargetPosition, &fTargetRotation);
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Process(avatar, brain, time, elapsed);
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return true;
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}
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// CALCHANDLETARGETPOSITION
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void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *handle, plSceneObject *target, hsMatrix44 &bodyToHandle)
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{
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hsMatrix44 targetToWorld = target->GetLocalToWorld();
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result = bodyToHandle * targetToWorld;
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}
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// CALCHANDLETARGETPOSITION
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// where should I move my insertion point so that my bodyRoot lines up with the target?
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void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *insert, plSceneObject *target, plSceneObject *bodyRoot)
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{
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hsMatrix44 bodyToHandle = bodyRoot->GetLocalToParent();
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CalcHandleTargetPosition(result, insert, target, bodyToHandle);
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}
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// PROCESS
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// Move closer to the goal position and orientation
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hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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hsQuat rotation;
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hsPoint3 position;
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avatar->GetPositionAndRotationSim(&position, &rotation);
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// We've had a history of odd bugs caused by assuming a rotation quat is normalized.
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// This line here seems to be fixing one of them. (Avatars scaling oddly when smart seeking.)
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rotation.Normalize();
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double timeToGo = fTargetTime - time - elapsed; // time from *beginning* of this interval to the goal
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if (fCleanup)
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{
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avatar->EnablePhysics( fPhysicalAtStart );
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IUndoLimitPlayersInput(avatar);
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return false; // we're done processing
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}
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else if(timeToGo < .01)
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{
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fTargetRotation.Normalize();
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avatar->SetPositionAndRotationSim(&fTargetPosition, &fTargetRotation);
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fCleanup = true; // we're going to wait one frame for the transform to propagate
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return true; // still running until next frame/cleanup
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}
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else
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{
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hsPoint3 posToGo = fTargetPosition - position; // vec from here to the goal
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float thisPercentage = (float)(elapsed / timeToGo);
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hsPoint3 newPosition = position + posToGo * thisPercentage;
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hsQuat newRotation;
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newRotation.SetFromSlerp(rotation, fTargetRotation, thisPercentage);
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newRotation.Normalize();
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avatar->SetPositionAndRotationSim(&newPosition, &newRotation);
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return true; // we're still processing
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}
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}
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void plAvSeekTask::LeaveAge(plArmatureMod *avatar)
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{
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fTarget = nil;
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fCleanup = true;
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}
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///////////////////
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//
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// PLAVANIMTASK
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//
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///////////////////
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// CTOR default
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plAvAnimTask::plAvAnimTask()
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: fAnimName(nil),
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fInitialBlend(0.0f),
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fTargetBlend(0.0f),
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fFadeSpeed(0.0f),
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fSetTime(0.0f),
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fStart(false),
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fLoop(false),
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fAttach(false),
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fAnimInstance(nil)
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{
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}
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// CTOR animName, initialBlend, targetBlend, fadeSpeed, start, loop, attach
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plAvAnimTask::plAvAnimTask(const char *animName,
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hsScalar initialBlend,
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hsScalar targetBlend,
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hsScalar fadeSpeed,
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hsScalar setTime,
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hsBool start,
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hsBool loop,
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hsBool attach)
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: fInitialBlend(initialBlend),
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fTargetBlend(targetBlend),
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fFadeSpeed(fadeSpeed),
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fSetTime(setTime),
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fStart(start),
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fLoop(loop),
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fAttach(attach),
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fAnimInstance(nil)
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{
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if(animName)
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fAnimName = hsStrcpy(animName);
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}
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// CTOR animName, fadeSpeed, attach
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plAvAnimTask::plAvAnimTask(const char *animName, hsScalar fadeSpeed, hsBool attach)
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: fInitialBlend(0.0f),
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fTargetBlend(0.0f),
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fFadeSpeed(fadeSpeed),
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fSetTime(0.0f),
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fStart(false),
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fLoop(false),
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fAttach(attach),
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fAnimInstance(nil)
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{
|
|
|
|
if(animName)
|
|
|
|
fAnimName = hsStrcpy(animName);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// DTOR
|
|
|
|
plAvAnimTask::~plAvAnimTask()
|
|
|
|
{
|
|
|
|
if(fAnimName)
|
|
|
|
{
|
|
|
|
delete[] fAnimName;
|
|
|
|
fAnimName = nil;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// START
|
|
|
|
hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
|
|
|
|
{
|
|
|
|
hsBool result = false;
|
|
|
|
if(fAttach)
|
|
|
|
{
|
|
|
|
plAGAnimInstance * aInstance = avatar->FindOrAttachInstance(fAnimName, fInitialBlend);
|
|
|
|
|
|
|
|
if(aInstance)
|
|
|
|
{
|
|
|
|
if(fStart)
|
|
|
|
aInstance->Start(fStart);
|
|
|
|
if(fSetTime > 0)
|
|
|
|
aInstance->SetCurrentTime(fSetTime, true);
|
|
|
|
if(fTargetBlend > fInitialBlend)
|
|
|
|
{
|
|
|
|
aInstance->Fade(fTargetBlend, fFadeSpeed);
|
|
|
|
}
|
|
|
|
aInstance->SetLoop(fLoop);
|
|
|
|
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hsStatusMessageF("Couldn't find animation <%s> for plAvAnimTask: will try again", fAnimName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fAnimInstance = avatar->FindAnimInstance(fAnimName);
|
|
|
|
if(fAnimInstance)
|
|
|
|
{
|
|
|
|
// start fading towards zero
|
|
|
|
fAnimInstance->Fade(0.0, fFadeSpeed);
|
|
|
|
}
|
|
|
|
// if we started the fade, we're done and ready to process
|
|
|
|
// if we couldn't find the animation, we're still done.
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// PROCESS
|
|
|
|
hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
|
|
|
|
{
|
|
|
|
// the only reason we need this function is to watch the animation until it fades out
|
|
|
|
hsBool result = false;
|
|
|
|
if(fAttach)
|
|
|
|
{
|
|
|
|
// we finished in the Start() function
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(fAnimInstance)
|
|
|
|
{
|
|
|
|
if(fAnimInstance->GetBlend() < 0.1)
|
|
|
|
{
|
|
|
|
avatar->DetachAnimation(fAnimInstance);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// still waiting for the fadeout; keep the task alive
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// LEAVEAGE
|
|
|
|
void plAvAnimTask::LeaveAge(plArmatureMod *avatar)
|
|
|
|
{
|
|
|
|
// if we are supposed to be removing the animation anyway, kill it completely on link out
|
|
|
|
if (!fAttach)
|
|
|
|
{
|
|
|
|
fAnimInstance = avatar->FindAnimInstance(fAnimName);
|
|
|
|
if(fAnimInstance)
|
|
|
|
avatar->DetachAnimation(fAnimInstance);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// READ
|
|
|
|
void plAvAnimTask::Read(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
fAnimName = stream->ReadSafeString();
|
|
|
|
fInitialBlend = stream->ReadSwapScalar();
|
|
|
|
fTargetBlend = stream->ReadSwapScalar();
|
|
|
|
fFadeSpeed = stream->ReadSwapScalar();
|
|
|
|
fSetTime = stream->ReadSwapScalar();
|
|
|
|
fStart = stream->ReadBool();
|
|
|
|
fLoop = stream->ReadBool();
|
|
|
|
fAttach = stream->ReadBool();
|
|
|
|
}
|
|
|
|
|
|
|
|
// WRITE
|
|
|
|
void plAvAnimTask::Write(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
stream->WriteSafeString(fAnimName);
|
|
|
|
stream->WriteSwapScalar(fInitialBlend);
|
|
|
|
stream->WriteSwapScalar(fTargetBlend);
|
|
|
|
stream->WriteSwapScalar(fFadeSpeed);
|
|
|
|
stream->WriteSwapScalar(fSetTime);
|
|
|
|
stream->WriteBool(fStart);
|
|
|
|
stream->WriteBool(fLoop);
|
|
|
|
stream->WriteBool(fAttach);
|
|
|
|
}
|
|
|
|
|
|
|
|
////////////////
|
|
|
|
//
|
|
|
|
// AVONESHOTTASK
|
|
|
|
// OBSOLETE -- DEPRECATED
|
|
|
|
//
|
|
|
|
////////////////
|
|
|
|
|
|
|
|
void plAvOneShotTask::InitDefaults()
|
|
|
|
{
|
|
|
|
fBackwards = false;
|
|
|
|
fDisableLooping = false;
|
|
|
|
fDisablePhysics = true;
|
|
|
|
fAnimName = nil;
|
|
|
|
fMoveHandle = false;
|
|
|
|
fAnimInstance = nil;
|
|
|
|
fDrivable = false;
|
|
|
|
fReversible = false;
|
|
|
|
fEnablePhysicsAtEnd = false;
|
|
|
|
fDetachAnimation = false;
|
|
|
|
fIgnore = false;
|
|
|
|
fCallbacks = nil;
|
|
|
|
fWaitFrames = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// CTOR default
|
|
|
|
plAvOneShotTask::plAvOneShotTask()
|
|
|
|
{
|
|
|
|
InitDefaults();
|
|
|
|
}
|
|
|
|
|
|
|
|
// CTOR (animName, drivable, reversible)
|
|
|
|
// this construct is typically used when you want to create a one-shot task as part of a sequence
|
|
|
|
// of tasks
|
|
|
|
// it's different than the message-based constructor in that fDetachAnimation and fMoveHandle default to false
|
|
|
|
plAvOneShotTask::plAvOneShotTask(const char *animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks)
|
|
|
|
{
|
|
|
|
InitDefaults();
|
|
|
|
|
|
|
|
fDrivable = drivable;
|
|
|
|
fReversible = reversible;
|
|
|
|
fCallbacks = callbacks;
|
|
|
|
|
|
|
|
// we're going to use this sometime in the future, better ref it so someone else doesn't release it
|
|
|
|
hsRefCnt_SafeRef(fCallbacks);
|
|
|
|
fAnimName = hsStrcpy(animName);
|
|
|
|
}
|
|
|
|
|
|
|
|
// CTOR (plAvOneShotMsg, plArmatureMod)
|
|
|
|
// this constructor is typically used when we're doing a classic, isolated one-shot
|
|
|
|
// fDetachAnimation and fMoveHandle both default to *true*
|
|
|
|
plAvOneShotTask::plAvOneShotTask (plAvOneShotMsg *msg, plArmatureMod *avatar, plArmatureBrain *brain)
|
|
|
|
{
|
|
|
|
InitDefaults();
|
|
|
|
|
|
|
|
fDrivable = msg->fDrivable;
|
|
|
|
fReversible = msg->fReversible;
|
|
|
|
fCallbacks = msg->fCallbacks;
|
|
|
|
fDetachAnimation = true;
|
|
|
|
fMoveHandle = true;
|
|
|
|
|
|
|
|
// we're going to use this sometime in the future, better ref it so someone else doesn't release it
|
|
|
|
hsRefCnt_SafeRef(fCallbacks);
|
|
|
|
fAnimName = hsStrcpy(msg->fAnimName);
|
|
|
|
}
|
|
|
|
|
|
|
|
// DTOR
|
|
|
|
plAvOneShotTask::~plAvOneShotTask()
|
|
|
|
{
|
|
|
|
if(fAnimName)
|
|
|
|
delete[] fAnimName;
|
|
|
|
hsRefCnt_SafeUnRef(fCallbacks);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// START
|
|
|
|
hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
|
|
|
|
{
|
|
|
|
hsBool result = false;
|
|
|
|
|
|
|
|
if (fIgnore)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
plAGMasterMod * master = avatar;
|
|
|
|
|
|
|
|
fAnimInstance = master->AttachAnimationBlended(fAnimName, 0);
|
|
|
|
fDetachAnimation = true;
|
|
|
|
|
|
|
|
if(fAnimInstance)
|
|
|
|
{
|
|
|
|
fEnablePhysicsAtEnd = (avatar->IsPhysicsEnabled() && fDisablePhysics);
|
|
|
|
if (fEnablePhysicsAtEnd)
|
|
|
|
{
|
|
|
|
// Must do the physics re-enable through a callback so that it happens before the "done" callback and we don't
|
|
|
|
// step over some script's attempt to disable physics again.
|
|
|
|
plAvatarPhysicsEnableCallbackMsg *epMsg = TRACKED_NEW plAvatarPhysicsEnableCallbackMsg(avatar->GetKey(), kStop, 0, 0, 0, 0);
|
|
|
|
fAnimInstance->GetTimeConvert()->AddCallback(epMsg);
|
|
|
|
hsRefCnt_SafeUnRef(epMsg);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fCallbacks)
|
|
|
|
{
|
|
|
|
fAnimInstance->AttachCallbacks(fCallbacks);
|
|
|
|
// ok, we're done with it, release it back to the river
|
|
|
|
hsRefCnt_SafeUnRef(fCallbacks);
|
|
|
|
fCallbacks = nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
fAnimInstance->SetBlend(1.0f);
|
|
|
|
fAnimInstance->SetSpeed(1.0f);
|
|
|
|
plAnimTimeConvert *atc = fAnimInstance->GetTimeConvert();
|
|
|
|
if (fBackwards)
|
|
|
|
atc->Backwards();
|
|
|
|
if (fDisableLooping)
|
|
|
|
atc->Loop(false);
|
|
|
|
|
|
|
|
fAnimInstance->SetCurrentTime(fBackwards ? atc->GetEnd() : atc->GetBegin(), true);
|
|
|
|
fAnimInstance->Start(time);
|
|
|
|
|
|
|
|
fWaitFrames = 2; // wait two frames after animation finishes before finalizing
|
|
|
|
|
|
|
|
|
|
|
|
if (fDisablePhysics)
|
|
|
|
avatar->EnablePhysics(false);
|
|
|
|
|
|
|
|
ILimitPlayersInput(avatar);
|
|
|
|
|
|
|
|
// this is for a console command hack
|
|
|
|
if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar())
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
|
|
|
|
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
|
|
|
|
pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
|
|
|
|
fMoveHandle = (fAnimInstance->GetAnimation()->GetChannel("Handle") != nil);
|
|
|
|
if(fMoveHandle)
|
|
|
|
{
|
|
|
|
plMatrixDifferenceApp *differ = avatar->GetRootAnimator();
|
|
|
|
differ->Reset(time); // throw away any old state
|
|
|
|
differ->Enable(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
avatar->ApplyAnimations(time, elapsed);
|
|
|
|
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char buf[256];
|
|
|
|
sprintf(buf, "Oneshot: Can't find animation <%s>; all bets are off.", fAnimName);
|
|
|
|
hsAssert(false, buf);
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// PROCESS
|
|
|
|
hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
|
|
|
|
{
|
|
|
|
// *** if we are under mouse control, adjust it here
|
|
|
|
|
|
|
|
avatar->ApplyAnimations(time, elapsed);
|
|
|
|
if(fAnimInstance)
|
|
|
|
{
|
|
|
|
if(fAnimInstance->IsFinished())
|
|
|
|
{
|
|
|
|
const plAGAnim * animation = fAnimInstance->GetAnimation();
|
|
|
|
double endTime = (fBackwards ? animation->GetStart() : animation->GetEnd());
|
|
|
|
fAnimInstance->SetCurrentTime((hsScalar)endTime);
|
|
|
|
avatar->ApplyAnimations(time, elapsed);
|
|
|
|
|
|
|
|
if(--fWaitFrames == 0)
|
|
|
|
{
|
|
|
|
|
|
|
|
plSceneObject *handle = avatar->GetTarget(0);
|
|
|
|
|
|
|
|
avatar->DetachAnimation(fAnimInstance);
|
|
|
|
avatar->GetRootAnimator()->Enable(false);
|
|
|
|
plAvBrainHuman *humanBrain = plAvBrainHuman::ConvertNoRef(brain);
|
|
|
|
if(fEnablePhysicsAtEnd)
|
|
|
|
{
|
|
|
|
#if 0//ndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
if (!humanBrain || humanBrain->fCallbackAction->HitGroundInThisAge())
|
|
|
|
{
|
|
|
|
// For some reason, calling CheckValidPosition at the beginning of
|
|
|
|
// an age can cause detectors to incorrectly report collisions. So
|
|
|
|
// we only call this if we're in the age.
|
|
|
|
//
|
|
|
|
// It's only debugging code anyway to help the artist check that
|
|
|
|
// their oneshot doesn't end while penetrating geometry.
|
|
|
|
char *overlaps = nil;
|
|
|
|
if (avatar->GetPhysical())
|
|
|
|
avatar->GetPhysical()->CheckValidPosition(&overlaps);
|
|
|
|
if (overlaps)
|
|
|
|
{
|
|
|
|
char *buffy = TRACKED_NEW char[64 + strlen(overlaps)];
|
|
|
|
sprintf(buffy, "Oneshot ends overlapping %s", overlaps);
|
|
|
|
plConsoleMsg *showLine = TRACKED_NEW plConsoleMsg( plConsoleMsg::kAddLine, buffy );
|
|
|
|
showLine->Send();
|
|
|
|
delete[] overlaps;
|
|
|
|
delete[] buffy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
if (humanBrain)
|
|
|
|
humanBrain->ResetIdle();
|
|
|
|
|
|
|
|
IUndoLimitPlayersInput(avatar);
|
|
|
|
// this is for a console command hack
|
|
|
|
if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar())
|
|
|
|
{
|
|
|
|
// create message
|
|
|
|
plCameraMsg* pMsg = TRACKED_NEW plCameraMsg;
|
|
|
|
pMsg->SetBCastFlag(plMessage::kBCastByExactType);
|
|
|
|
pMsg->SetBCastFlag(plMessage::kNetPropagate, false);
|
|
|
|
pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson);
|
|
|
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return true; // still running; waiting for fWaitFrames == 0
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvOneShotTask::LeaveAge(plArmatureMod *avatar)
|
|
|
|
{
|
|
|
|
if (fAnimInstance)
|
|
|
|
fAnimInstance->Stop();
|
|
|
|
|
|
|
|
if (fEnablePhysicsAtEnd)
|
|
|
|
avatar->EnablePhysics(true);
|
|
|
|
|
|
|
|
IUndoLimitPlayersInput(avatar);
|
|
|
|
fIgnore = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvOneShotTask::SetAnimName(char *name)
|
|
|
|
{
|
|
|
|
delete [] fAnimName;
|
|
|
|
fAnimName = hsStrcpy(name);
|
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////
|
|
|
|
//
|
|
|
|
// PLAVONESHOTLINKTASK
|
|
|
|
//
|
|
|
|
//////////////////////
|
|
|
|
|
|
|
|
plAvOneShotLinkTask::plAvOneShotLinkTask() : plAvOneShotTask(),
|
|
|
|
fMarkerName(nil),
|
|
|
|
fMarkerTime(-1),
|
|
|
|
fStartTime(0),
|
|
|
|
fLinkFired(false)
|
|
|
|
{
|
|
|
|
fDisablePhysics = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
plAvOneShotLinkTask::~plAvOneShotLinkTask()
|
|
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{
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delete [] fMarkerName;
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}
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// task protocol
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hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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hsBool result = plAvOneShotTask::Start(avatar, brain, time, elapsed);
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fStartTime = time;
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if (fAnimInstance && fMarkerName)
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{
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const plATCAnim *anim = plATCAnim::ConvertNoRef(fAnimInstance->GetAnimation());
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if (anim)
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{
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// GetMarker returns -1 if the marker isn't found
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fMarkerTime = anim->GetMarker(fMarkerName);
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}
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}
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return result;
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}
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hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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{
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hsBool result = plAvOneShotTask::Process(avatar, brain, time, elapsed);
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if (fIgnore)
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return result;
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if (avatar->GetTarget(0) == plNetClientApp::GetInstance()->GetLocalPlayer())
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{
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if (!fLinkFired && (fStartTime + fMarkerTime < time))
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{
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avatar->ILinkToPersonalAge();
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avatar->EnablePhysics(false, plArmatureMod::kDisableReasonLinking);
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fLinkFired = true;
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}
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}
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return result;
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}
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void plAvOneShotLinkTask::Write(hsStream *stream, hsResMgr *mgr)
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{
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plAvOneShotTask::Write(stream, mgr);
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stream->WriteSafeString(fAnimName);
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stream->WriteSafeString(fMarkerName);
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}
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void plAvOneShotLinkTask::Read(hsStream *stream, hsResMgr *mgr)
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|
{
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plAvOneShotTask::Read(stream, mgr);
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|
fAnimName = stream->ReadSafeString();
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|
fMarkerName = stream->ReadSafeString();
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}
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void plAvOneShotLinkTask::SetMarkerName(char *name)
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|
{
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|
delete [] fMarkerName;
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|
fMarkerName = hsStrcpy(name);
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}
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