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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 "plAvCallbackAction.h" // subclasses a havok object; must be in first include section
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#include "HeadSpin.h"
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#include "plAvBrainHuman.h"
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#include "plAvBrainClimb.h"
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#include "plAvBrainDrive.h"
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#include "plAvBrainGeneric.h"
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#include "plAvBrainSwim.h"
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#include "plArmatureMod.h"
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#include "plAGModifier.h"
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#include "plMatrixChannel.h"
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#include "plAvTask.h"
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#include "plAvTaskBrain.h"
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#include "plAvTaskSeek.h"
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#include "plAGAnim.h"
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#include "plAGAnimInstance.h"
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#include "plAvatarMgr.h"
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#include "plAnimStage.h"
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#include "plAvatarClothing.h"
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#include "hsTimer.h"
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#include "hsGeometry3.h"
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#include "plPipeline.h"
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#include "plgDispatch.h"
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#include "hsQuat.h"
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#include "plPhysical.h"
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#include "plStatusLog/plStatusLog.h"
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#include "pnNetCommon/plNetApp.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plInputCore/plAvatarInputInterface.h"
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#include "plInputCore/plInputDevice.h"
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#include "plMath/plRandom.h"
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#include "plPipeline/plDebugText.h"
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#include "plNetClient/plNetLinkingMgr.h"
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#include "plMessage/plAvatarMsg.h"
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#include "plMessage/plClimbMsg.h"
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#include "plMessage/plInputEventMsg.h"
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#include "plMessage/plLOSHitMsg.h"
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#include "plMessage/plLOSRequestMsg.h"
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#include "plMessage/plSimStateMsg.h"
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#include "plMessage/plSwimMsg.h"
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#include "plMessage/plAgeLoadedMsg.h"
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#include "pnMessage/plWarpMsg.h"
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#include "pnMessage/plProxyDrawMsg.h"
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#include "plMessage/plRideAnimatedPhysMsg.h"
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float plAvBrainHuman::fWalkTimeToMaxTurn = .3f;
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float plAvBrainHuman::fRunTimeToMaxTurn = .1f;
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float plAvBrainHuman::fWalkMaxTurnSpeed = 2.0f;
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float plAvBrainHuman::fRunMaxTurnSpeed = 1.7;
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plAvBrainHuman::TurnCurve plAvBrainHuman::fWalkTurnCurve = plAvBrainHuman::kTurnExponential;
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plAvBrainHuman::TurnCurve plAvBrainHuman::fRunTurnCurve = plAvBrainHuman::kTurnExponential;
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const float plAvBrainHuman::kAirTimePanicThreshold = 10; // seconds
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void plAvBrainHuman::SetTimeToMaxTurn(float time, hsBool walk)
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{
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if (walk)
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fWalkTimeToMaxTurn = time;
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else
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fRunTimeToMaxTurn = time;
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}
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float plAvBrainHuman::GetTimeToMaxTurn(hsBool walk)
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{
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return (walk ? fWalkTimeToMaxTurn : fRunTimeToMaxTurn);
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}
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void plAvBrainHuman::SetMaxTurnSpeed(float radsPerSec, hsBool walk)
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{
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if (walk)
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fWalkMaxTurnSpeed = radsPerSec;
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else
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fRunMaxTurnSpeed = radsPerSec;
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}
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float plAvBrainHuman::GetMaxTurnSpeed(hsBool walk)
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{
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return (walk ? fWalkMaxTurnSpeed : fRunMaxTurnSpeed);
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}
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void plAvBrainHuman::SetTurnCurve(TurnCurve curve, hsBool walk)
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{
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if (walk)
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fWalkTurnCurve = curve;
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else
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fRunTurnCurve = curve;
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}
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plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(hsBool walk)
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{
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return (walk ? fWalkTurnCurve : fRunTurnCurve);
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}
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plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) :
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fHandleAGMod(nil),
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fStartedTurning(-1.0f),
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fCallbackAction(nil),
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fPreconditions(0),
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fIsActor(isActor)
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{
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}
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hsBool plAvBrainHuman::Apply(double timeNow, float elapsed)
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{
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#ifndef _DEBUG
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try
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{
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#endif
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// SetTurnStrength runs first to make sure it's set to a sane value
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// (or cleared). RunStandardBehaviors may overwrite it.
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fCallbackAction->SetTurnStrength(IGetTurnStrength(timeNow));
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RunStandardBehaviors(timeNow, elapsed);
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fCallbackAction->RecalcVelocity(timeNow, timeNow - elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
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plArmatureBrain::Apply(timeNow, elapsed);
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#ifndef _DEBUG
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} catch (...)
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{
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// just catch all the crashes on exit...
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plStatusLog *log = plAvatarMgr::GetInstance()->GetLog();
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log->AddLine("plAvBrainHuman::Apply - crash caught");
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}
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#endif
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return true;
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}
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void plAvBrainHuman::Activate(plArmatureModBase *avMod)
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{
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plArmatureBrain::Activate(avMod);
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IInitBoneMap();
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IInitAnimations();
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if (!fCallbackAction)
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{
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plSceneObject* avObj = fArmature->GetTarget(0);
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plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
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plPhysicalControllerCore* controller = avMod->GetController();
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fCallbackAction = new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
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fCallbackAction->ActivateController();
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}
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plSceneObject *avSO = fAvMod->GetTarget(0);
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hsBool isLocal = avSO->IsLocallyOwned();
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if (fAvMod->GetClothingOutfit() && fAvMod->GetClothingOutfit()->fGroup != plClothingMgr::kClothingBaseNoOptions)
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{
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if (fAvMod->IsLocalAvatar())
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fAvMod->GetClothingOutfit()->ReadFromVault();
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else
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{
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fAvMod->GetClothingOutfit()->WearDefaultClothing();
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fAvMod->GetClothingOutfit()->ForceUpdate(true);
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}
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}
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if (fAvMod == plAvatarMgr::GetInstance()->GetLocalAvatar())
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plAvatarInputInterface::GetInstance()->ForceAlwaysRun(plKeyboardDevice::GetInstance()->IsCapsLockKeyOn() != 0);
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}
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void plAvBrainHuman::IInitBoneMap()
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{
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struct tuple {
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HumanBoneID fID;
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const char * fName;
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};
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tuple tupleMap[] =
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{
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{ Pelvis, "Bone_Root" },
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// left leg
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{ LThigh, "Bone_LThigh" },
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{ LCalf, "Bone_LCalf" },
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{ LFoot, "Bone_LFoot" },
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{ LFootPrint, "Print_L Foot" },
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{ LToe0, "Bone_LToe" },
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// right leg
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{ RThigh, "Bone_RThigh" },
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{ RCalf, "Bone_RCalf" },
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{ RFoot, "Bone_RFoot" },
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{ RFootPrint, "Print_R Foot" },
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{ RToe0, "Bone_RToe" },
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// spine and head, starting at base of spine
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{ Spine, "Bone_Spine0" },
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{ TrunkPrint, "Print_Trunk" },
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{ Spine1, "Bone_Spine1" },
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{ Spine2, "Bone_Spine2" },
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{ Neck, "Bone_Neck" },
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{ Head, "Bone_Head" },
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{ Jaw, "Bone_Jaw" },
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// left face bones
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{ LMouthLower, "Bone_LMouthLower" },
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{ RMouthLower, "Bone_RMouthLower" },
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{ LBrowInner, "Bone_LBrowInner" },
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{ LBrowOuter, "Bone_LBrowOuter" },
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{ LCheek, "Bone_LCheek" },
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{ LEye, "Bone_LEye" },
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{ LEyeLid01, "Bone_LEyeLid1" },
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{ LEyeLid02, "Bone_LEyeLid2" },
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{ LMouthCorner, "Bone_LMouthCorner" },
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{ LMouthUpper, "Bone_LMouthUpper" },
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// right face bones
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{ RBrowInner, "Bone_RBrowInner" },
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{ RBrowOuter, "Bone_RBrowOuter" },
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{ RCheek, "Bone_RCheek" },
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{ REye, "Bone_REye" },
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{ REyeLid01, "Bone_REyeLid1" },
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{ REyeLid02, "Bone_REyeLid2" },
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{ RMouthCorner, "Bone_RMouthCorner" },
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{ RMouthUpper, "Bone_RMouthUpper" },
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// Left Arm
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{ LClavicle, "Bone_LClavicle" },
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{ LUpperArm, "Bone_LUpperArm" },
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{ LForearm, "Bone_LForearm" },
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{ LHand, "Bone_LHand" },
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{ LHandPrint, "Print_L Hand" },
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{ LMiddleFinger1, "Bone_LMiddle1" },
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{ LMiddleFinger2, "Bone_LMiddle2" },
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{ LMiddleFinger3, "Bone_LMiddle3" },
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{ LPinkyFinger1, "Bone_LPinky1" },
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{ LPinkyFinger2, "Bone_LPinky2" },
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{ LPinkyFinger3, "Bone_LPinky3" },
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{ LPointerFinger1, "Bone_LPointer1" },
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{ LPointerFinger2, "Bone_LPointer2" },
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{ LPointerFinger3, "Bone_LPointer3" },
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{ LRingFinger1, "Bone_LRing1" },
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{ LRingFinger2, "Bone_LRing2" },
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{ LRingFinger3, "Bone_LRing3" },
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{ LThumb1, "Bone_LThumb1" },
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{ LThumb2, "Bone_LThumb2" },
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{ LThumb3, "Bone_LThumb3" },
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// Right Arm
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{ RClavicle, "Bone_RClavicle" },
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{ RUpperArm, "Bone_RUpperArm" },
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{ RForearm, "Bone_RForearm" },
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{ RHand, "Bone_RHand" },
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{ RHandPrint, "Print_R Hand" },
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{ RMiddleFinger1, "Bone_RMiddle1" },
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{ RMiddleFinger2, "Bone_RMiddle2" },
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{ RMiddleFinger3, "Bone_RMiddle3" },
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{ RPinkyFinger1, "Bone_RPinky1" },
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{ RPinkyFinger2, "Bone_RPinky2" },
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{ RPinkyFinger3, "Bone_RPinky3" },
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{ RPointerFinger1, "Bone_RPointer1" },
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{ RPointerFinger2, "Bone_RPointer2" },
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{ RPointerFinger3, "Bone_RPointer3" },
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{ RRingFinger1, "Bone_RRing1" },
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{ RRingFinger2, "Bone_RRing2" },
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{ RRingFinger3, "Bone_RRing3" },
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{ RThumb1, "Bone_RThumb1" },
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{ RThumb2, "Bone_RThumb2" },
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{ RThumb3, "Bone_RThumb3" },
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};
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int numTuples = sizeof(tupleMap) / sizeof(tuple);
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for(int i = 0; i < numTuples; i++)
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{
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HumanBoneID id = tupleMap[i].fID;
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const char * name = tupleMap[i].fName;
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const plSceneObject * bone = this->fAvMod->FindBone(name);
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if( bone )
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{
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fAvMod->AddBoneMapping(id, bone);
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}
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else
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hsStatusMessageF("Couldn't find standard bone %s.", name);
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}
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}
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plAvBrainHuman::~plAvBrainHuman()
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{
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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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fBehaviors.Reset();
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delete fCallbackAction;
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fCallbackAction = nil;
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}
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void plAvBrainHuman::Deactivate()
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{
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// fAvMod will be nil here when exporting.
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if (fAvMod)
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plAvatarMgr::GetInstance()->RemoveAvatar(fAvMod); // unregister
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plArmatureBrain::Deactivate();
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}
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void plAvBrainHuman::Suspend()
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{
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// Kind of hacky... but this is a rather rare case.
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// If the user lets up on the PushToTalk key in another brain
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// we'll miss the message to take off the animation.
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|
|
char *chatAnimName = fAvMod->MakeAnimationName("Talk");
|
|
|
|
plAGAnimInstance *anim = fAvMod->FindAnimInstance(chatAnimName);
|
|
|
|
delete [] chatAnimName;
|
|
|
|
if (anim)
|
|
|
|
anim->FadeAndDetach(0, 1);
|
|
|
|
|
|
|
|
IdleOnly();
|
|
|
|
plArmatureBrain::Suspend();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::Resume()
|
|
|
|
{
|
|
|
|
// If we were in another brain when the key was pressed, we missed it.
|
|
|
|
if (fAvMod->GetInputFlag(S_PUSH_TO_TALK))
|
|
|
|
IChatOn();
|
|
|
|
|
|
|
|
fCallbackAction->Reset(false);
|
|
|
|
|
|
|
|
plArmatureBrain::Resume();
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::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 = new plAvBrainDrive(20, 1);
|
|
|
|
fAvMod->PushBrain(driver);
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case S_PUSH_TO_TALK:
|
|
|
|
fAvMod->SetInputFlag(S_PUSH_TO_TALK, true);
|
|
|
|
IChatOn();
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch(moveCode)
|
|
|
|
{
|
|
|
|
case S_PUSH_TO_TALK:
|
|
|
|
fAvMod->SetInputFlag(S_PUSH_TO_TALK, false);
|
|
|
|
IChatOff();
|
|
|
|
return true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainHuman::IsMovingForward()
|
|
|
|
{
|
|
|
|
if ((fBehaviors.Count() <= kWalk) || (fBehaviors.Count() <= kRun))
|
|
|
|
return false; // behaviors aren't set up yet
|
|
|
|
return (fBehaviors[kWalk]->GetStrength() > 0 || fBehaviors[kRun]->GetStrength() > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainHuman::IsBehaviorPlaying(int behavior)
|
|
|
|
{
|
|
|
|
if ((behavior < 0) || (behavior >= fBehaviors.Count()))
|
|
|
|
return false;
|
|
|
|
if (!fBehaviors[behavior])
|
|
|
|
return false;
|
|
|
|
return (fBehaviors[behavior]->GetStrength() > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::Write(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
plArmatureBrain::Write(stream, mgr);
|
|
|
|
|
|
|
|
stream->WriteBool(fIsActor);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::Read(hsStream *stream, hsResMgr *mgr)
|
|
|
|
{
|
|
|
|
plArmatureBrain::Read(stream, mgr);
|
|
|
|
|
|
|
|
fIsActor = stream->ReadBool();
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::MsgReceive(plMessage * msg)
|
|
|
|
{
|
|
|
|
plControlEventMsg *ctrlMsg = plControlEventMsg::ConvertNoRef(msg);
|
|
|
|
if (ctrlMsg)
|
|
|
|
{
|
|
|
|
return IHandleControlMsg(ctrlMsg);
|
|
|
|
}
|
|
|
|
|
|
|
|
plClimbMsg *climb = plClimbMsg::ConvertNoRef(msg);
|
|
|
|
if (climb) {
|
|
|
|
return IHandleClimbMsg(climb);
|
|
|
|
}
|
|
|
|
|
|
|
|
plSwimMsg *swim = plSwimMsg::ConvertNoRef(msg);
|
|
|
|
if (swim)
|
|
|
|
{
|
|
|
|
if (swim->GetIsEntering())
|
|
|
|
{
|
|
|
|
plAvBrainSwim *swimBrain = new plAvBrainSwim();
|
|
|
|
swimBrain->MsgReceive(swim);
|
|
|
|
fAvMod->PushBrain(swimBrain);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hsStatusMessage("Got non-entering swim message. Discarding.");
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
plRideAnimatedPhysMsg *ride = plRideAnimatedPhysMsg::ConvertNoRef(msg);
|
|
|
|
if(ride)
|
|
|
|
{
|
|
|
|
if(ride->Entering())
|
|
|
|
{
|
|
|
|
//plAvBrainRideAnimatedPhysical *rideBrain = new plAvBrainRideAnimatedPhysical();
|
|
|
|
//fAvMod->PushBrain(rideBrain);
|
|
|
|
delete fCallbackAction;
|
|
|
|
plSceneObject* avObj = fArmature->GetTarget(0);
|
|
|
|
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
|
|
|
|
plPhysicalControllerCore* controller = fAvMod->GetController();
|
|
|
|
fCallbackAction= new plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
|
|
|
|
fCallbackAction->ActivateController();
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
delete fCallbackAction;
|
|
|
|
plSceneObject* avObj = fArmature->GetTarget(0);
|
|
|
|
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
|
|
|
|
plPhysicalControllerCore* controller = fAvMod->GetController();
|
|
|
|
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
|
|
|
|
fCallbackAction->ActivateController();
|
|
|
|
//hsStatusMessage("Got an exiting ride animated physical message");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return plArmatureBrain::MsgReceive(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::IHandleClimbMsg(plClimbMsg *msg)
|
|
|
|
{
|
|
|
|
bool isStartClimb = msg->fCommand == plClimbMsg::kStartClimbing;
|
|
|
|
if(isStartClimb)
|
|
|
|
{
|
|
|
|
// let's build a seek task to get us to the attach point
|
|
|
|
plKey seekTarget = msg->fTarget;
|
|
|
|
plAvTaskSeek *seekTask = new plAvTaskSeek(seekTarget);
|
|
|
|
QueueTask(seekTask);
|
|
|
|
|
|
|
|
// now a brain task to start the actual climb.
|
|
|
|
plAvBrainClimb::Mode startMode;
|
|
|
|
switch(msg->fDirection)
|
|
|
|
{
|
|
|
|
case plClimbMsg::kUp:
|
|
|
|
startMode = plAvBrainClimb::kMountingUp;
|
|
|
|
break;
|
|
|
|
case plClimbMsg::kDown:
|
|
|
|
startMode = plAvBrainClimb::kMountingDown;
|
|
|
|
break;
|
|
|
|
case plClimbMsg::kLeft:
|
|
|
|
startMode = plAvBrainClimb::kMountingLeft;
|
|
|
|
break;
|
|
|
|
case plClimbMsg::kRight:
|
|
|
|
startMode = plAvBrainClimb::kMountingRight;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
plAvBrainClimb *brain = new plAvBrainClimb(startMode);
|
|
|
|
plAvTaskBrain *brainTask = new plAvTaskBrain(brain);
|
|
|
|
QueueTask(brainTask);
|
|
|
|
}
|
|
|
|
// ** potentially controversial:
|
|
|
|
// It's fairly easy for a human brain to hit a climb trigger - like when falling off a wall.
|
|
|
|
// When this happens, We should just eat the message to keep it from travelling any further.
|
|
|
|
// The argument against is that there might be a climb brain that actually wants the message,
|
|
|
|
// but if that were true the message would have been given to that climb brain first.
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
float plAvBrainHuman::IGetTurnStrength(double timeNow)
|
|
|
|
{
|
|
|
|
float result = 0.f;
|
|
|
|
float timeToMaxTurn, maxTurnSpeed;
|
|
|
|
plAvBrainHuman::TurnCurve turnCurve;
|
|
|
|
if (fAvMod->FastKeyDown())
|
|
|
|
{
|
|
|
|
timeToMaxTurn = fRunTimeToMaxTurn;
|
|
|
|
maxTurnSpeed = fRunMaxTurnSpeed;
|
|
|
|
turnCurve = fRunTurnCurve;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
timeToMaxTurn = fWalkTimeToMaxTurn;
|
|
|
|
maxTurnSpeed = fWalkMaxTurnSpeed;
|
|
|
|
turnCurve = fWalkTurnCurve;
|
|
|
|
}
|
|
|
|
|
|
|
|
plArmatureBehavior * turnLeft = fBehaviors.Count() >= kMovingTurnLeft ? fBehaviors[kMovingTurnLeft] : nil;
|
|
|
|
plArmatureBehavior * turnRight = fBehaviors.Count() >= kMovingTurnRight ? fBehaviors[kMovingTurnRight] : nil;
|
|
|
|
|
|
|
|
float turnLeftStrength = turnLeft ? turnLeft->GetStrength() : 0.f;
|
|
|
|
float turnRightStrength = turnRight ? turnRight->GetStrength() : 0.f;
|
|
|
|
|
|
|
|
|
|
|
|
// Turning based on keypress
|
|
|
|
if ((turnLeftStrength > 0.f)
|
|
|
|
|| (turnRightStrength > 0.f)
|
|
|
|
|| (!fCallbackAction->IsOnGround()
|
|
|
|
&& !fCallbackAction->IsControlledFlight())
|
|
|
|
) {
|
|
|
|
float t = (float)(timeNow - fStartedTurning);
|
|
|
|
float turnSpeed;
|
|
|
|
if(t > timeToMaxTurn)
|
|
|
|
{
|
|
|
|
turnSpeed = maxTurnSpeed;
|
|
|
|
} else {
|
|
|
|
float n = t / timeToMaxTurn; // normalize
|
|
|
|
|
|
|
|
switch(turnCurve) {
|
|
|
|
case kTurnLinear:
|
|
|
|
// linear
|
|
|
|
turnSpeed = n * maxTurnSpeed;
|
|
|
|
break;
|
|
|
|
case kTurnExponential:
|
|
|
|
// exponential
|
|
|
|
turnSpeed = (n * n) * maxTurnSpeed;
|
|
|
|
break;
|
|
|
|
case kTurnLogarithmic:
|
|
|
|
// logarithmic
|
|
|
|
turnSpeed = n > .1 ? log10(n * 10) * maxTurnSpeed : .00001f;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
hsAssert(false, "What the heck?");
|
|
|
|
turnSpeed = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
result += fAvMod->GetKeyTurnStrength() * turnSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!fCallbackAction->IsControlledFlight())
|
|
|
|
result += fAvMod->GetAnalogTurnStrength() * maxTurnSpeed;
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::IHandleTaskMsg(plAvTaskMsg *msg)
|
|
|
|
{
|
|
|
|
if(plAvSeekMsg * seekM = plAvSeekMsg::ConvertNoRef(msg))
|
|
|
|
{
|
|
|
|
// seek and subclasses always have a seek first
|
|
|
|
if(seekM->fSmartSeek)
|
|
|
|
{
|
|
|
|
// use smart seek
|
|
|
|
plAvTaskSeek * seek = new plAvTaskSeek(seekM);
|
|
|
|
QueueTask(seek);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (!seekM->fNoSeek)
|
|
|
|
{
|
|
|
|
// use dumb seek
|
|
|
|
plAvSeekTask *seek = 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 = new plAvOneShotTask(oneshotM, fAvMod, this);
|
|
|
|
QueueTask(oneshot);
|
|
|
|
}
|
|
|
|
} else if (plAvPushBrainMsg *pushM = plAvPushBrainMsg::ConvertNoRef(msg)) {
|
|
|
|
plAvTaskBrain * push = new plAvTaskBrain(pushM->fBrain);
|
|
|
|
QueueTask(push);
|
|
|
|
} else if (plAvPopBrainMsg *popM = plAvPopBrainMsg::ConvertNoRef(msg)) {
|
|
|
|
plAvTaskBrain * pop = new plAvTaskBrain();
|
|
|
|
QueueTask(pop);
|
|
|
|
} else if (plAvTaskMsg *taskM = plAvTaskMsg::ConvertNoRef(msg)) {
|
|
|
|
plAvTask *task = taskM->GetTask();
|
|
|
|
QueueTask(task);
|
|
|
|
} else {
|
|
|
|
hsStatusMessageF("Couldn't recognize task message type.\n");
|
|
|
|
return plArmatureBrain::IHandleTaskMsg(msg);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::ResetIdle()
|
|
|
|
{
|
|
|
|
if (fBehaviors.Count() > kIdle)
|
|
|
|
fBehaviors[kIdle]->Rewind();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::IdleOnly(bool instantOff)
|
|
|
|
{
|
|
|
|
if (!fCallbackAction)
|
|
|
|
return;
|
|
|
|
|
|
|
|
float rate = instantOff ? 0.f : 1.f;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for (i = kWalk; i < fBehaviors.GetCount(); i++)
|
|
|
|
fBehaviors[i]->SetStrength(0, rate);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plAvBrainHuman::IsMovementZeroBlend()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
{
|
|
|
|
if (i == kIdle || i == kFall)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (fBehaviors[i]->GetStrength() > 0)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::TurnToPoint(hsPoint3 point)
|
|
|
|
{
|
|
|
|
if (!fCallbackAction->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend())
|
|
|
|
return;
|
|
|
|
|
|
|
|
hsPoint3 avPos;
|
|
|
|
fAvMod->GetTarget(0)->GetCoordinateInterface()->GetLocalToWorld().GetTranslate(&avPos);
|
|
|
|
const plCoordinateInterface* subworldCI = nil;
|
|
|
|
if (fAvMod->GetController())
|
|
|
|
subworldCI = fAvMod->GetController()->GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
{
|
|
|
|
point = subworldCI->GetWorldToLocal() * point;
|
|
|
|
avPos = subworldCI->GetWorldToLocal() * avPos;
|
|
|
|
}
|
|
|
|
|
|
|
|
plAvSeekMsg *msg = new plAvSeekMsg(nil, fAvMod->GetKey(), nil, 1.f, true);
|
|
|
|
hsClearBits(msg->fFlags, plAvSeekMsg::kSeekFlagForce3rdPersonOnStart);
|
|
|
|
hsSetBits(msg->fFlags, plAvSeekMsg::kSeekFlagNoWarpOnTimeout | plAvSeekMsg::kSeekFlagRotationOnly);
|
|
|
|
msg->fTargetLookAt = point;
|
|
|
|
msg->fTargetPos = avPos;
|
|
|
|
msg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
msg->Send();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::IChatOn()
|
|
|
|
{
|
|
|
|
char *chatAnimName = fAvMod->MakeAnimationName("Talk");
|
|
|
|
|
|
|
|
// check that we aren't adding this twice...
|
|
|
|
if (!fAvMod->FindAnimInstance(chatAnimName))
|
|
|
|
{
|
|
|
|
plKey avKey = fAvMod->GetKey();
|
|
|
|
plAvAnimTask *animTask = new plAvAnimTask(chatAnimName, 0.0, 1.0, 1.0, 0.0, true, true, true);
|
|
|
|
if (animTask)
|
|
|
|
{
|
|
|
|
plAvTaskMsg *taskMsg = new plAvTaskMsg(avKey, avKey, animTask);
|
|
|
|
taskMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
taskMsg->Send();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
delete [] chatAnimName;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::IChatOff()
|
|
|
|
{
|
|
|
|
char *chatAnimName = fAvMod->MakeAnimationName("Talk");
|
|
|
|
plKey avKey = fAvMod->GetKey();
|
|
|
|
plAvAnimTask *animTask = new plAvAnimTask(chatAnimName, -1.0);
|
|
|
|
if (animTask)
|
|
|
|
{
|
|
|
|
plAvTaskMsg *taskMsg = new plAvTaskMsg(avKey, avKey, animTask);
|
|
|
|
taskMsg->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
taskMsg->Send();
|
|
|
|
}
|
|
|
|
delete[] chatAnimName;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::IInitAnimations()
|
|
|
|
{
|
|
|
|
hsBool result = false;
|
|
|
|
|
|
|
|
plAGAnim *idle = fAvMod->FindCustomAnim("Idle");
|
|
|
|
plAGAnim *walk = fAvMod->FindCustomAnim("Walk");
|
|
|
|
plAGAnim *run = fAvMod->FindCustomAnim("Run");
|
|
|
|
plAGAnim *walkBack = fAvMod->FindCustomAnim("WalkBack");
|
|
|
|
plAGAnim *stepLeft = fAvMod->FindCustomAnim("StepLeft");
|
|
|
|
plAGAnim *stepRight = fAvMod->FindCustomAnim("StepRight");
|
|
|
|
plAGAnim *standingLeft = fAvMod->FindCustomAnim("TurnLeft");
|
|
|
|
plAGAnim *standingRight = fAvMod->FindCustomAnim("TurnRight");
|
|
|
|
plAGAnim *fall = fAvMod->FindCustomAnim("Fall");
|
|
|
|
plAGAnim *standJump = fAvMod->FindCustomAnim("StandingJump");
|
|
|
|
plAGAnim *walkJump = fAvMod->FindCustomAnim("WalkingJump");
|
|
|
|
plAGAnim *runJump = fAvMod->FindCustomAnim("RunningJump");
|
|
|
|
plAGAnim *groundImpact = fAvMod->FindCustomAnim("GroundImpact");
|
|
|
|
plAGAnim *runningImpact = fAvMod->FindCustomAnim("RunningImpact");
|
|
|
|
plAGAnim *movingLeft = nil; // fAvMod->FindCustomAnim("LeanLeft");
|
|
|
|
plAGAnim *movingRight = nil; // fAvMod->FindCustomAnim("LeanRight");
|
|
|
|
plAGAnim *pushWalk = fAvMod->FindCustomAnim("BallPushWalk");
|
|
|
|
|
|
|
|
//plAGAnim *pushIdle = fAvMod->FindCustomAnim("BallPushIdle");
|
|
|
|
|
|
|
|
const float kDefaultFade = 3.0; // most animations fade in and out in 1/4 of a second.
|
|
|
|
|
|
|
|
if (idle && walk && run && walkBack && standingLeft && standingRight && stepLeft && stepRight)
|
|
|
|
{
|
|
|
|
plHBehavior *behavior;
|
|
|
|
fBehaviors.SetCountAndZero(kHuBehaviorMax);
|
|
|
|
fBehaviors[kIdle] = behavior = new Idle;
|
|
|
|
behavior->Init(idle, true, this, fAvMod, kDefaultFade, kDefaultFade, kIdle, plHBehavior::kBehaviorTypeIdle);
|
|
|
|
behavior->SetStrength(1.f, 0.f);
|
|
|
|
|
|
|
|
fBehaviors[kWalk] = behavior = new Walk;
|
|
|
|
behavior->Init(walk, true, this, fAvMod, kDefaultFade, 5.f, kWalk, plHBehavior::kBehaviorTypeWalk);
|
|
|
|
|
|
|
|
fBehaviors[kRun] = behavior = new Run;
|
|
|
|
behavior->Init(run, true, this, fAvMod, kDefaultFade, 2.0, kRun, plHBehavior::kBehaviorTypeRun);
|
|
|
|
|
|
|
|
fBehaviors[kWalkBack] = behavior = new WalkBack;
|
|
|
|
behavior->Init(walkBack, true, this, fAvMod, kDefaultFade, kDefaultFade, kWalkBack, plHBehavior::kBehaviorTypeWalkBack);
|
|
|
|
|
|
|
|
fBehaviors[kStandingTurnLeft] = behavior = new StandingTurnLeft;
|
|
|
|
behavior->Init(standingLeft, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnLeft, plHBehavior::kBehaviorTypeTurnLeft);
|
|
|
|
|
|
|
|
fBehaviors[kStandingTurnRight] = behavior = new StandingTurnRight;
|
|
|
|
behavior->Init(standingRight, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnRight, plHBehavior::kBehaviorTypeTurnRight);
|
|
|
|
|
|
|
|
fBehaviors[kStepLeft] = behavior = new StepLeft;
|
|
|
|
behavior->Init(stepLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepLeft, plHBehavior::kBehaviorTypeSidestepLeft);
|
|
|
|
|
|
|
|
fBehaviors[kStepRight] = behavior = new StepRight;
|
|
|
|
behavior->Init(stepRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepRight, plHBehavior::kBehaviorTypeSidestepRight);
|
|
|
|
|
|
|
|
// Warning: Changing the blend times of the jump animations will affect the path you take, because until we're fully blended,
|
|
|
|
// we won't be using the full motion defined in the animation. This isn't an issue for standing jump, but you need to be
|
|
|
|
// aware of it for the walk/run jumps.
|
|
|
|
fBehaviors[kFall] = behavior = new Fall;
|
|
|
|
behavior->Init(fall, true, this, fAvMod, 1.0f, 10, kFall, plHBehavior::kBehaviorTypeFall);
|
|
|
|
|
|
|
|
fBehaviors[kStandingJump] = behavior = new StandingJump;
|
|
|
|
behavior->Init(standJump, false, this, fAvMod, kDefaultFade, kDefaultFade, kStandingJump, plHBehavior::kBehaviorTypeStandingJump);
|
|
|
|
|
|
|
|
fBehaviors[kWalkingJump] = behavior = new WalkingJump;
|
|
|
|
behavior->Init(walkJump, false, this, fAvMod, 10, 3.0, kWalkingJump, plHBehavior::kBehaviorTypeWalkingJump);
|
|
|
|
|
|
|
|
fBehaviors[kRunningJump] = behavior = new RunningJump;
|
|
|
|
behavior->Init(runJump, false, this, fAvMod, 10, 2.0, kRunningJump, plHBehavior::kBehaviorTypeRunningJump);
|
|
|
|
|
|
|
|
fBehaviors[kGroundImpact] = behavior = new GroundImpact;
|
|
|
|
behavior->Init(groundImpact, false, this, fAvMod, 6.0f, kDefaultFade, kGroundImpact, plHBehavior::kBehaviorTypeGroundImpact);
|
|
|
|
|
|
|
|
fBehaviors[kRunningImpact] = behavior = new RunningImpact;
|
|
|
|
behavior->Init(runningImpact, false, this, fAvMod, 6.0f, kDefaultFade, kRunningImpact, plHBehavior::kBehaviorTypeRunningImpact);
|
|
|
|
|
|
|
|
fBehaviors[kMovingTurnLeft] = behavior = new MovingTurnLeft;
|
|
|
|
behavior->Init(movingLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnLeft, plHBehavior::kBehaviorTypeMovingTurnLeft);
|
|
|
|
|
|
|
|
fBehaviors[kMovingTurnRight] = behavior = new MovingTurnRight;
|
|
|
|
behavior->Init(movingRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnRight, plHBehavior::kBehaviorTypeMovingTurnRight);
|
|
|
|
|
|
|
|
fBehaviors[kPushWalk] = behavior = new PushWalk;
|
|
|
|
behavior->Init(pushWalk, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushWalk, plHBehavior::kBehaviorTypePushWalk);
|
|
|
|
|
|
|
|
//fBehaviors[kPushIdle] = behavior = new PushIdle;
|
|
|
|
//behavior->Init(pushIdle, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushIdle, plHBehavior::kBehaviorTypePushIdle);
|
|
|
|
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::RunStandardBehaviors(double timeNow, float elapsed)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
{
|
|
|
|
plHBehavior *behavior = (plHBehavior*)fBehaviors[i];
|
|
|
|
if (behavior->PreCondition(timeNow, elapsed))
|
|
|
|
{
|
|
|
|
behavior->SetStrength(1.f, behavior->fFadeIn);
|
|
|
|
behavior->Process(timeNow, elapsed);
|
|
|
|
fPreconditions |= behavior->GetType();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
behavior->SetStrength(0.f, behavior->fFadeOut);
|
|
|
|
fPreconditions &= ~behavior->GetType();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::SetStartedTurning(double when)
|
|
|
|
{
|
|
|
|
fStartedTurning = when;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::Spawn(double timeNow)
|
|
|
|
{
|
|
|
|
plArmatureBrain::Spawn(timeNow);
|
|
|
|
IdleOnly(true); // reset any behavior state we may have accumulated while waiting to spawn
|
|
|
|
|
|
|
|
// IdleOnly will set the blends of all anims to zero, and setting the blends will tell the AGModifier
|
|
|
|
// that it needs to compile. Trouble is, the modifier only checks once per frame. MoveViaAnimation
|
|
|
|
// works on the physics timestep, and will get called before compilation happens. It will go straight
|
|
|
|
// to the old compiled channel, ignore the blends and still move via any anim that was playing before
|
|
|
|
// we linked (only for the first frame).
|
|
|
|
//
|
|
|
|
// Trouble is, that first frame is usually a large physics step which we don't fully resolve. This means
|
|
|
|
// we could miss our spawn point, or worse, spawn into collision geometry and fall through.
|
|
|
|
//
|
|
|
|
// So we force the modifier to recompile.
|
|
|
|
if (fAvMod)
|
|
|
|
fAvMod->Compile(timeNow);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plAvBrainHuman::LeaveAge()
|
|
|
|
{
|
|
|
|
plPhysicalControllerCore* controller = fAvMod->GetController();
|
|
|
|
if(!controller->BehavingLikeAnAnimatedPhysical())
|
|
|
|
{
|
|
|
|
controller->BehaveLikeAnimatedPhysical(true);
|
|
|
|
delete fCallbackAction;
|
|
|
|
plSceneObject* avObj = fArmature->GetTarget(0);
|
|
|
|
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
|
|
|
|
fCallbackAction= new plWalkingController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
|
|
|
|
fCallbackAction->ActivateController();
|
|
|
|
}
|
|
|
|
plArmatureBrain::LeaveAge();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// pin the physical so it doesn't fall when the world is deleted
|
|
|
|
fAvMod->EnablePhysics(false);
|
|
|
|
// this will get set to true when we hit ground
|
|
|
|
fCallbackAction->Reset(true);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plAvBrainHuman::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt)
|
|
|
|
{
|
|
|
|
sprintf(strBuf, "Brain type: Human");
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
const char *grounded = fCallbackAction->IsOnGround() ? "yes" : "no";
|
|
|
|
const char *falseGrounded = fCallbackAction->IsOnFalseGround() ? "yes" : "no";
|
|
|
|
const char *pushing = (fCallbackAction->GetPushingPhysical() ? (fCallbackAction->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
|
|
|
|
sprintf(strBuf, "Ground: %3s, FalseGround: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
|
|
|
|
grounded, falseGrounded, fCallbackAction->GetAirTime(), fCallbackAction->GetImpactTime(), pushing);
|
|
|
|
debugTxt.DrawString(x, y, strBuf);
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
//strBuf[0] = '\0';
|
|
|
|
//for (i = 0; i < 32; i++)
|
|
|
|
// strcat(strBuf, fPreconditions & (0x1 << i) ? "1" : "0");
|
|
|
|
//debugTxt.DrawString(x, y, strBuf);
|
|
|
|
//y += lineHeight;
|
|
|
|
|
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++)
|
|
|
|
fBehaviors[i]->DumpDebug(x, y, lineHeight, strBuf, debugTxt);
|
|
|
|
|
|
|
|
debugTxt.DrawString(x, y, "Tasks:");
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
if(fCurTask)
|
|
|
|
{
|
|
|
|
debugTxt.DrawString(x, y, "Current task:");
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
int indentedX = x + 4;
|
|
|
|
fCurTask->DumpDebug("-", indentedX, y, lineHeight, strBuf, debugTxt);
|
|
|
|
}
|
|
|
|
int tasks = fTaskQueue.size();
|
|
|
|
if(tasks > 0)
|
|
|
|
{
|
|
|
|
debugTxt.DrawString(x, y, "Tasks in the Queue:");
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
int indentedX = x + 4;
|
|
|
|
|
|
|
|
for (int i = 0; i < tasks; i++)
|
|
|
|
{
|
|
|
|
plAvTask *each = fTaskQueue[i];
|
|
|
|
each->DumpDebug("-", indentedX, y, lineHeight, strBuf, debugTxt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
|
|
// BEHAVIOR
|
|
|
|
|
|
|
|
plHBehavior::plHBehavior() :
|
|
|
|
fAvMod(nil),
|
|
|
|
fHuBrain(nil),
|
|
|
|
fFadeIn(1.0f),
|
|
|
|
fFadeOut(-1.0f),
|
|
|
|
fMaxBlend(1.0f)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
plHBehavior::~plHBehavior()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void plHBehavior::Init(plAGAnim *anim, hsBool loop, plAvBrainHuman *brain,
|
|
|
|
plArmatureMod *body, float fadeIn, float fadeOut,
|
|
|
|
uint8_t index, uint32_t type /* = 0 */)
|
|
|
|
{
|
|
|
|
plArmatureBehavior::Init(anim, loop, brain, body, index);
|
|
|
|
fAvMod = body;
|
|
|
|
fHuBrain = brain;
|
|
|
|
fFadeIn = fadeIn;
|
|
|
|
fFadeOut = fadeOut;
|
|
|
|
fType = type;
|
|
|
|
|
|
|
|
fStartMsgSent = false; // start message hasn't been sent yet
|
|
|
|
fStopMsgSent = false; // stop message hasn't been sent yet
|
|
|
|
}
|
|
|
|
|
|
|
|
void plHBehavior::IStart()
|
|
|
|
{
|
|
|
|
plArmatureBehavior::IStart();
|
|
|
|
fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false);
|
|
|
|
|
|
|
|
if (!fStartMsgSent)
|
|
|
|
fAvMod->IFireBehaviorNotify(fType);
|
|
|
|
|
|
|
|
fStartMsgSent = true; // we just sent a start message
|
|
|
|
fStopMsgSent = false; // we haven't sent a stop message yet
|
|
|
|
}
|
|
|
|
|
|
|
|
void plHBehavior::IStop()
|
|
|
|
{
|
|
|
|
plArmatureBehavior::IStop();
|
|
|
|
fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false);
|
|
|
|
|
|
|
|
if (!fStopMsgSent)
|
|
|
|
fAvMod->IFireBehaviorNotify(fType, false);
|
|
|
|
|
|
|
|
fStartMsgSent = false; // we haven't sent a start message yet
|
|
|
|
fStopMsgSent = true; // we just sent a stop message
|
|
|
|
}
|
|
|
|
|
|
|
|
static plRandom sRandom;
|
|
|
|
void Idle::IStart()
|
|
|
|
{
|
|
|
|
plHBehavior::IStart();
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
float newStart = sRandom.RandZeroToOne() * fAnim->GetAnimation()->GetLength();
|
|
|
|
fAnim->SetCurrentTime(newStart, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool Run::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool Walk::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool WalkBack::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool StepLeft::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
|
|
|
|
!(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
|
|
|
|
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround());
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool StepRight::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) &&
|
|
|
|
!(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) &&
|
|
|
|
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround());
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool StandingTurnLeft::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown() && !fAvMod->StrafeKeyDown() &&
|
|
|
|
!fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown())
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool StandingTurnRight::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (fAvMod->TurnRightKeyDown() && !fAvMod->TurnLeftKeyDown() && !fAvMod->StrafeKeyDown() &&
|
|
|
|
!fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown())
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void MovingTurn::IStart()
|
|
|
|
{
|
|
|
|
plHBehavior::IStart();
|
|
|
|
fHuBrain->SetStartedTurning(hsTimer::GetSysSeconds());
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool MovingTurnLeft::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAvMod->GetTurnStrength() > 0)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool MovingTurnRight::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAvMod->GetTurnStrength() < 0)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Jump::IStart()
|
|
|
|
{
|
|
|
|
fHuBrain->fCallbackAction->EnableControlledFlight(true);
|
|
|
|
|
|
|
|
plHBehavior::IStart();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Jump::IStop()
|
|
|
|
{
|
|
|
|
fHuBrain->fCallbackAction->EnableControlledFlight(false);
|
|
|
|
|
|
|
|
plHBehavior::IStop();
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool StandingJump::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (GetStrength() > 0.f)
|
|
|
|
{
|
|
|
|
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
|
|
|
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return !fAnim->IsFinished();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (fAvMod->JumpKeyDown() &&
|
|
|
|
!fAvMod->ForwardKeyDown() &&
|
|
|
|
fAnim->GetBlend() == 0.0f &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround())
|
|
|
|
{
|
|
|
|
if (fAvMod->ConsumeJump())
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool WalkingJump::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (GetStrength() > 0.f)
|
|
|
|
{
|
|
|
|
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
|
|
|
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return !fAnim->IsFinished();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (fAvMod->JumpKeyDown() &&
|
|
|
|
!fAvMod->FastKeyDown() &&
|
|
|
|
fAvMod->ForwardKeyDown() &&
|
|
|
|
fAnim->GetBlend() == 0.0f &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
{
|
|
|
|
if (fAvMod->ConsumeJump())
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool RunningJump::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fAnim)
|
|
|
|
{
|
|
|
|
if (GetStrength() > 0.f)
|
|
|
|
{
|
|
|
|
if (!fHuBrain->fCallbackAction->IsControlledFlight() ||
|
|
|
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return !fAnim->IsFinished();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (fAvMod->JumpKeyDown() &&
|
|
|
|
fAvMod->ForwardKeyDown() &&
|
|
|
|
fAvMod->FastKeyDown() &&
|
|
|
|
fAnim->GetBlend() == 0.0f &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
(!fHuBrain->fCallbackAction->GetPushingPhysical() || !fHuBrain->fCallbackAction->GetFacingPushingPhysical()))
|
|
|
|
{
|
|
|
|
if (fAvMod->ConsumeJump())
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static const float kRunningImpactThresh = -1.0f;
|
|
|
|
static const float kFullImpactVel = 30.0f; // At this velocity (or greater) we blend the impact at full strength.
|
|
|
|
static const float kMinImpactVel = 10.f;
|
|
|
|
|
|
|
|
// If we just test IsOnGround(), we do a lot of impacts while running down stairs, so the impact
|
|
|
|
// behaviors have a more forgiving threshold.
|
|
|
|
static const float kMinAirTime = .5f;
|
|
|
|
|
|
|
|
RunningImpact::RunningImpact() : fDuration(0.0f) {}
|
|
|
|
|
|
|
|
hsBool RunningImpact::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
if (fDuration > 0.0f)
|
|
|
|
fDuration = fDuration - elapsed;
|
|
|
|
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY < kRunningImpactThresh)
|
|
|
|
{
|
|
|
|
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
|
|
|
|
if (fMaxBlend > 1)
|
|
|
|
fMaxBlend = 1;
|
|
|
|
fDuration = 1.0f / fFadeIn;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(fDuration > 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
void RunningImpact::IStop()
|
|
|
|
{
|
|
|
|
fDuration = 0.0f;
|
|
|
|
plHBehavior::IStop();
|
|
|
|
}
|
|
|
|
|
|
|
|
GroundImpact::GroundImpact() : fDuration(0.0f) {}
|
|
|
|
|
|
|
|
hsBool GroundImpact::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
|
|
|
|
bool result = false;
|
|
|
|
if (fDuration > 0.0f)
|
|
|
|
fDuration = fDuration - elapsed;
|
|
|
|
else if (fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->GetImpactTime() > kMinAirTime)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->GetImpactVelocity().fZ < -kMinImpactVel)
|
|
|
|
{
|
|
|
|
if (fHuBrain->fCallbackAction->GetImpactVelocity().fY >= kRunningImpactThresh)
|
|
|
|
{
|
|
|
|
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fCallbackAction->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel)));
|
|
|
|
if (fMaxBlend > 1)
|
|
|
|
fMaxBlend = 1;
|
|
|
|
fDuration = 1.0f / fFadeIn;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return(fDuration > 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GroundImpact::IStop()
|
|
|
|
{
|
|
|
|
fDuration = 0.0f;
|
|
|
|
plHBehavior::IStop();
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool Fall::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
return !fHuBrain->fCallbackAction->IsOnGround() && fHuBrain->fCallbackAction->HitGroundInThisAge();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Fall::Process(double time, float elapsed)
|
|
|
|
{
|
|
|
|
// We don't see remote players panic link (from timeouts) because we don't know if they're
|
|
|
|
// really falling, or if our understanding of their physical location is just not up-to-date.
|
|
|
|
if (plAvatarMgr::GetInstance()->GetLocalAvatar() == fAvMod)
|
|
|
|
{
|
|
|
|
if (fAnim && fAnim->GetBlend() > 0.8)
|
|
|
|
{
|
|
|
|
float panicThresh = plAvBrainHuman::kAirTimePanicThreshold;
|
|
|
|
if (panicThresh > 0.0f && fHuBrain->fCallbackAction->GetAirTime() > panicThresh)
|
|
|
|
{
|
|
|
|
fHuBrain->IdleOnly(); // clear the fall state; we're going somewhere new
|
|
|
|
fAvMod->PanicLink();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern float QuatAngleDiff(const hsQuat &a, const hsQuat &b);
|
|
|
|
void Push::Process(double time, float elapsed)
|
|
|
|
{
|
|
|
|
hsQuat rot;
|
|
|
|
hsPoint3 pos;
|
|
|
|
fAvMod->GetPositionAndRotationSim(&pos, &rot);
|
|
|
|
|
|
|
|
hsPoint3 lookAt;
|
|
|
|
fHuBrain->fCallbackAction->GetPushingPhysical()->GetPositionSim(lookAt);
|
|
|
|
hsVector3 up(0.f, 0.f, 1.f);
|
|
|
|
float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2;
|
|
|
|
hsQuat targRot(angle, &up);
|
|
|
|
|
|
|
|
const float kTurnSpeed = 3.f;
|
|
|
|
float angDiff = QuatAngleDiff(rot, targRot);
|
|
|
|
float turnSpeed = (angDiff > elapsed * kTurnSpeed ? kTurnSpeed : angDiff / elapsed);
|
|
|
|
|
|
|
|
hsQuat invRot = targRot.Conjugate();
|
|
|
|
hsPoint3 globFwd = invRot.Rotate(&kAvatarForward);
|
|
|
|
globFwd = rot.Rotate(&globFwd);
|
|
|
|
|
|
|
|
if (globFwd.fX < 0)
|
|
|
|
fHuBrain->fCallbackAction->SetTurnStrength(-turnSpeed);
|
|
|
|
else
|
|
|
|
fHuBrain->fCallbackAction->SetTurnStrength(turnSpeed);
|
|
|
|
}
|
|
|
|
|
|
|
|
//hsBool PushIdle::PreCondition(double time, float elapsed)
|
|
|
|
//{
|
|
|
|
// return (fHuBrain->fCallbackAction->GetPushingPhysical() &&
|
|
|
|
// fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
// !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown()
|
|
|
|
// && fAvMod->GetTurnStrength() == 0);
|
|
|
|
//}
|
|
|
|
|
|
|
|
hsBool PushWalk::PreCondition(double time, float elapsed)
|
|
|
|
{
|
|
|
|
return (fHuBrain->fCallbackAction->GetPushingPhysical() && fHuBrain->fCallbackAction->GetFacingPushingPhysical() &&
|
|
|
|
fHuBrain->fCallbackAction->IsOnGround() &&
|
|
|
|
fAvMod->ForwardKeyDown());
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// UTIL FUNCTIONS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const char *idleAnim, const char *exitAnim,
|
|
|
|
bool netPropagate, bool autoExit, plAGAnim::BodyUsage bodyUsage, plAvBrainGeneric::BrainType type /* = kGeneric */)
|
|
|
|
{
|
|
|
|
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index()));
|
|
|
|
const char *names[3] = {enterAnim, idleAnim, exitAnim};
|
|
|
|
if (!huBrain || !huBrain->fCallbackAction->IsOnGround() || !huBrain->fCallbackAction->HitGroundInThisAge() || huBrain->IsRunningTask() ||
|
|
|
|
!avatar->IsPhysicsEnabled() || avatar->FindMatchingGenericBrain(names, 3))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// XXX
|
|
|
|
if (type == plAvBrainGeneric::kSit || type == plAvBrainGeneric::kSitOnGround)
|
|
|
|
{
|
|
|
|
plAvBrainSwim *swimBrain = plAvBrainSwim::ConvertNoRef(avatar->GetCurrentBrain());
|
|
|
|
if (swimBrain && !swimBrain->IsWalking())
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if autoExit is true, then we will immediately exit the idle loop when the user hits a move
|
|
|
|
// key. otherwise, we'll loop until someone sends a message telling us explicitly to advance
|
|
|
|
plAnimStage::AdvanceType idleAdvance = autoExit ? plAnimStage::kAdvanceOnMove : plAnimStage::kAdvanceNone;
|
|
|
|
|
|
|
|
plAnimStageVec *v = new plAnimStageVec;
|
|
|
|
plAnimStage *s1 = new plAnimStage(enterAnim,
|
|
|
|
0,
|
|
|
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
|
|
|
|
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone,
|
|
|
|
0);
|
|
|
|
v->push_back(s1);
|
|
|
|
plAnimStage *s2 = new plAnimStage(idleAnim, 0,
|
|
|
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
|
|
|
|
idleAdvance, plAnimStage::kRegressNone,
|
|
|
|
-1);
|
|
|
|
v->push_back(s2);
|
|
|
|
plAnimStage *s3 = new plAnimStage(exitAnim, 0,
|
|
|
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
|
|
|
|
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone,
|
|
|
|
0);
|
|
|
|
v->push_back(s3);
|
|
|
|
|
|
|
|
plAvBrainGeneric *b = new plAvBrainGeneric(v, nil, nil, nil, plAvBrainGeneric::kExitAnyTask | plAvBrainGeneric::kExitNewBrain,
|
|
|
|
2.0f, 2.0f, plAvBrainGeneric::kMoveStandstill);
|
|
|
|
|
|
|
|
b->SetBodyUsage(bodyUsage);
|
|
|
|
b->SetType(type);
|
|
|
|
|
|
|
|
plAvTaskBrain *bt = new plAvTaskBrain(b);
|
|
|
|
plAvTaskMsg *btm = new plAvTaskMsg(plAvatarMgr::GetInstance()->GetKey(), avatar->GetKey(), bt);
|
|
|
|
if(netPropagate)
|
|
|
|
btm->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
btm->Send();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AvatarEmote(plArmatureMod *avatar, const char *emoteName)
|
|
|
|
{
|
|
|
|
bool result = false;
|
|
|
|
char *fullName = avatar->MakeAnimationName(emoteName);
|
|
|
|
plAGAnim *anim = plAGAnim::FindAnim(fullName);
|
|
|
|
plEmoteAnim *emote = plEmoteAnim::ConvertNoRef(anim);
|
|
|
|
hsBool alreadyActive = avatar->FindAnimInstance(fullName) != nil;
|
|
|
|
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index()));
|
|
|
|
delete[] fullName;
|
|
|
|
|
|
|
|
// XXX
|
|
|
|
plAvBrainSwim *swimBrain = plAvBrainSwim::ConvertNoRef(avatar->GetCurrentBrain());
|
|
|
|
if (swimBrain && swimBrain->IsSwimming())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (huBrain && huBrain->fCallbackAction->IsOnGround() && huBrain->fCallbackAction->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
|
|
|
|
emote && !alreadyActive && avatar->IsPhysicsEnabled())
|
|
|
|
{
|
|
|
|
plKey avKey = avatar->GetKey();
|
|
|
|
float fadeIn = emote->GetFadeIn();
|
|
|
|
float fadeOut = emote->GetFadeOut();
|
|
|
|
plAnimStage *s1 = new plAnimStage(emoteName,
|
|
|
|
0,
|
|
|
|
plAnimStage::kForwardAuto,
|
|
|
|
plAnimStage::kBackNone,
|
|
|
|
plAnimStage::kAdvanceOnMove,
|
|
|
|
plAnimStage::kRegressNone,
|
|
|
|
0);
|
|
|
|
plAnimStageVec *v = new plAnimStageVec;
|
|
|
|
v->push_back(s1);
|
|
|
|
|
|
|
|
plAvBrainGeneric *b = new plAvBrainGeneric(v, nil, nil, nil,
|
|
|
|
plAvBrainGeneric::kExitAnyInput | plAvBrainGeneric::kExitNewBrain | plAvBrainGeneric::kExitAnyTask,
|
|
|
|
2.0f, 2.0f, huBrain->IsActor() ? plAvBrainGeneric::kMoveRelative : plAvBrainGeneric::kMoveStandstill);
|
|
|
|
b->SetType(plAvBrainGeneric::kEmote);
|
|
|
|
b->SetBodyUsage(emote->GetBodyUsage());
|
|
|
|
plAvTaskBrain *bt = new plAvTaskBrain(b);
|
|
|
|
plAvTaskMsg *btm = new plAvTaskMsg(plAvatarMgr::GetInstance()->GetKey(), avKey, bt);
|
|
|
|
btm->SetBCastFlag(plMessage::kNetPropagate);
|
|
|
|
btm->Send();
|
|
|
|
|
|
|
|
result = true;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|