|
|
|
/*==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==*/
|
|
|
|
#ifndef PLAVTASKSEEK_INC
|
|
|
|
#define PLAVTASKSEEK_INC
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "plAvatarTasks.h"
|
|
|
|
#include "hsQuat.h"
|
|
|
|
#include "..\CoreLib\hsGeometry3.h"
|
|
|
|
|
|
|
|
class plArmatureMod;
|
|
|
|
class plArmatureBrain;
|
|
|
|
class plAvBrainHuman;
|
|
|
|
class plSceneObject;
|
|
|
|
|
|
|
|
// PLAVTASKSEEK
|
|
|
|
class plAvTaskSeek : public plAvTask
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
static hsBool fLogProcess;
|
|
|
|
|
|
|
|
enum State {
|
|
|
|
kSeekRunNormal,
|
|
|
|
kSeekAbort,
|
|
|
|
};
|
|
|
|
UInt8 fState;
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
kSeekFlagUnForce3rdPersonOnFinish = 0x1,
|
|
|
|
kSeekFlagForce3rdPersonOnStart = 0x2,
|
|
|
|
kSeekFlagNoWarpOnTimeout = 0x4,
|
|
|
|
kSeekFlagRotationOnly = 0x8,
|
|
|
|
};
|
|
|
|
|
|
|
|
plAvTaskSeek();
|
|
|
|
plAvTaskSeek(plKey target);
|
|
|
|
plAvTaskSeek(plAvSeekMsg *msg);
|
|
|
|
plAvTaskSeek(plKey target, plAvAlignment align, const char *animName, bool moving);
|
|
|
|
|
|
|
|
void SetTarget(plKey target);
|
|
|
|
void SetTarget(hsPoint3 &pos, hsPoint3 &lookAt);
|
|
|
|
|
|
|
|
/** Initiate the task; make sure we're running on the right type of brain, save off
|
|
|
|
user input state, and turn off any other running behaviors.*/
|
|
|
|
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Progress towards the goal using a combination of walking and cheating-via-sliding.
|
|
|
|
Returns true if we're still working on it; false if we're done. */
|
|
|
|
|
|
|
|
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Restore user input state, etc. */
|
|
|
|
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** clear our target, and when we try to eval, we'll just finish */
|
|
|
|
virtual void LeaveAge(plArmatureMod *avatar);
|
|
|
|
|
|
|
|
/** Spew "useful" information to the game screen. Used when Avatar.Debug is active. */
|
|
|
|
virtual void DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
|
|
|
|
|
|
|
void DumpToAvatarLog(plArmatureMod *avatar);
|
|
|
|
|
|
|
|
CLASSNAME_REGISTER( plAvTaskSeek );
|
|
|
|
GETINTERFACE_ANY( plAvTaskSeek, plAvTask );
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// METHODS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
/** Called by constructors */
|
|
|
|
void IInitDefaults();
|
|
|
|
|
|
|
|
/** Make some observations about our current relation to our target.
|
|
|
|
Done every frame. */
|
|
|
|
hsBool IAnalyze(plArmatureMod *avatar);
|
|
|
|
|
|
|
|
/** Progress towards the goal. We get as close as we can by just pushing the same
|
|
|
|
buttons as the user (forward, turn, etc.) when we're really close we slide
|
|
|
|
around a bit so we can wind up on the *exact* initial orientation. */
|
|
|
|
hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Okay, we're in the pure cheating mode now. Try to wrap it up;
|
|
|
|
returns true when it's finally there. */
|
|
|
|
bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Final cheating for position */
|
|
|
|
hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
|
|
|
|
double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Final cheating for rotation */
|
|
|
|
hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
|
|
|
|
double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** If our target's moving, cache its new position and orientation for later math */
|
|
|
|
hsBool IUpdateObjective(plArmatureMod *avatar);
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// VARS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
plSceneObject * fSeekObject; // the seek target....
|
|
|
|
hsQuat fSeekRot; // The (current) orientation of our objective
|
|
|
|
hsPoint3 fSeekPos; // The (current) position of our objective
|
|
|
|
bool fMovingTarget; // do we check our target's position each frame?
|
|
|
|
// animation alignment:
|
|
|
|
// sometimes your seek position depends on a particular animation
|
|
|
|
// for example, you can say "find a good start point so that you can play this animation
|
|
|
|
// and have your handle wind up here" i.e: aligntype = "kAlignHandleAnimEnd"
|
|
|
|
plAvAlignment fAlign; // how to line up with the seek point
|
|
|
|
const char * fAnimName; // an (optional) anim to use to line up our target
|
|
|
|
// so you can say "seek to a place where your hand
|
|
|
|
// will be here after you play animation foo"
|
|
|
|
|
|
|
|
hsPoint3 fPosition; // our current position
|
|
|
|
hsQuat fRotation; // our current rotation
|
|
|
|
|
|
|
|
// These are set to true once we EVER get close enough to the goal, so that if we fall out
|
|
|
|
// of range from the anim blend out, we don't later try and correct again, and get in a fun
|
|
|
|
// little back-and-forth loop.
|
|
|
|
hsBool fPosGoalHit;
|
|
|
|
hsBool fRotGoalHit;
|
|
|
|
|
|
|
|
hsBool fStillPositioning; // haven't yet reached the final position
|
|
|
|
hsBool fStillRotating; // haven't yet reached the final orientation
|
|
|
|
|
|
|
|
hsVector3 fGoalVec; // vec from us to the goal
|
|
|
|
hsScalar fDistance; // how far to the goal?
|
|
|
|
hsScalar fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
|
|
|
|
hsScalar fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
|
|
|
|
hsScalar fDistForward; // distance straight forward to goal plane
|
|
|
|
hsScalar fDistRight; // distance straight right to goal plane
|
|
|
|
|
|
|
|
hsScalar fShuffleRange;
|
|
|
|
hsScalar fMaxSidleAngle; // in right . goal
|
|
|
|
hsScalar fMaxSidleRange; // in feet
|
|
|
|
hsScalar fMinFwdAngle; // in fwd . goal
|
|
|
|
hsScalar fMaxBackAngle; // in fwd . goal
|
|
|
|
|
|
|
|
double fStartTime;
|
|
|
|
UInt8 fFlags;
|
|
|
|
plKey fNotifyFinishedKey; // Send a message to this key when we're done.
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|