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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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/** \file plAvBrainDrive.h
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*/
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#ifndef AVBRAINDRIVE_INC
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#define AVBRAINDRIVE_INC
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// base class
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#include "plAvBrain.h"
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/** A simple brain used to steer the player around without regard
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for physics. Used in production to quickly fly through a scene
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without having to actually solve puzzles, jump, etc.
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The 'Drive Brain' uses the same input keys as the avatar, with
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a few secret additions for convenience. At the time of this
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writing, you invoke the drive brain by pressing shift-P, and
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then use the forward and back arrows to move and th e left and
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right arrows to rotate. The 'u' and 'j' keys will move your avatar
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vertically.
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Gravity and collision are completely suspended for avatars in
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drive mode, but they *can* still trigger region detectors if
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you need to fire off triggers, puzzles, or whatnot.
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Note that the drive brain inherits from the user brain, which
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parses control input for us.
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*/
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class plAvBrainDrive : public plArmatureBrain
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{
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public:
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plAvBrainDrive();
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/** Canonical constructer. Use this one.
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\param maxVelocity The highest speed this avatar can fly at.
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\param turnRate The speed at which we will turn, in radians per second.
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*/
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plAvBrainDrive(hsScalar maxVelocity, hsScalar turnRate);
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// BRAIN PROTOCOL
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/** Suspend physics and get in line to receive keyboard control messages. */
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virtual void Activate(plArmatureModBase *avMod);
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/** Restore physical reality and stop handling input messages */
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virtual void Deactivate();
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/** Look at the key states and figure out if and how we should move */
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virtual hsBool Apply(double timeNow, hsScalar elapsed); // main control loop. called by avatar eval()
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// the user brain base handles most of the details of control messages,
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// so this function just looks for the special command which gets us out
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// of drive mode.
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virtual hsBool MsgReceive(plMessage* pMsg); // handle control input from the user
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CLASSNAME_REGISTER( plAvBrainDrive );
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GETINTERFACE_ANY( plAvBrainDrive, plArmatureBrain );
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protected:
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void IEnablePhysics(bool enable, plKey avKey);
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hsScalar fMaxVelocity;
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hsScalar fTurnRate;
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};
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#endif // AVBRAINDRIVE_INC
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