|
|
|
/*==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==*/
|
|
|
|
/** \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 bool 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 bool 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
|