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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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#ifndef PLAVTASKSEEK_INC
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#define PLAVTASKSEEK_INC
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#pragma once
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#include "plAvatarTasks.h"
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#include "hsQuat.h"
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#include "hsGeometry3.h"
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class plArmatureMod;
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class plArmatureBrain;
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class plAvBrainHuman;
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class plSceneObject;
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// PLAVTASKSEEK
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class plAvTaskSeek : public plAvTask
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{
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public:
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static bool fLogProcess;
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enum State {
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kSeekRunNormal,
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kSeekAbort,
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};
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uint8_t fState;
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enum
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{
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kSeekFlagUnForce3rdPersonOnFinish = 0x1,
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kSeekFlagForce3rdPersonOnStart = 0x2,
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kSeekFlagNoWarpOnTimeout = 0x4,
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kSeekFlagRotationOnly = 0x8,
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};
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plAvTaskSeek();
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plAvTaskSeek(plKey target);
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plAvTaskSeek(plAvSeekMsg *msg);
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plAvTaskSeek(plKey target, plAvAlignment align, const plString& animName, bool moving);
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void SetTarget(plKey target);
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void SetTarget(hsPoint3 &pos, hsPoint3 &lookAt);
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/** Initiate the task; make sure we're running on the right type of brain, save off
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user input state, and turn off any other running behaviors.*/
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Progress towards the goal using a combination of walking and cheating-via-sliding.
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Returns true if we're still working on it; false if we're done. */
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Restore user input state, etc. */
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virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** clear our target, and when we try to eval, we'll just finish */
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virtual void LeaveAge(plArmatureMod *avatar);
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/** Spew "useful" information to the game screen. Used when Avatar.Debug is active. */
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virtual void DumpDebug(const char *name, int &x, int&y, int lineHeight, plDebugText &debugTxt);
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void DumpToAvatarLog(plArmatureMod *avatar);
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CLASSNAME_REGISTER( plAvTaskSeek );
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GETINTERFACE_ANY( plAvTaskSeek, plAvTask );
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protected:
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/////////////////////////////////////////////////////////////////////////////////////
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//
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// METHODS
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//
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/////////////////////////////////////////////////////////////////////////////////////
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/** Called by constructors */
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void IInitDefaults();
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/** Make some observations about our current relation to our target.
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Done every frame. */
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bool IAnalyze(plArmatureMod *avatar);
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/** Progress towards the goal. We get as close as we can by just pushing the same
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buttons as the user (forward, turn, etc.) when we're really close we slide
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around a bit so we can wind up on the *exact* initial orientation. */
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bool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Okay, we're in the pure cheating mode now. Try to wrap it up;
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returns true when it's finally there. */
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bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Final cheating for position */
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bool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, float elapsed);
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/** Final cheating for rotation */
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bool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, float elapsed);
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/** If our target's moving, cache its new position and orientation for later math */
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bool IUpdateObjective(plArmatureMod *avatar);
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/////////////////////////////////////////////////////////////////////////////////////
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//
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// VARS
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//
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/////////////////////////////////////////////////////////////////////////////////////
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plSceneObject * fSeekObject; // the seek target....
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hsQuat fSeekRot; // The (current) orientation of our objective
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hsPoint3 fSeekPos; // The (current) position of our objective
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bool fMovingTarget; // do we check our target's position each frame?
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// animation alignment:
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// sometimes your seek position depends on a particular animation
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// for example, you can say "find a good start point so that you can play this animation
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// and have your handle wind up here" i.e: aligntype = "kAlignHandleAnimEnd"
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plAvAlignment fAlign; // how to line up with the seek point
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plString fAnimName; // an (optional) anim to use to line up our target
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// so you can say "seek to a place where your hand
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// will be here after you play animation foo"
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hsPoint3 fPosition; // our current position
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hsQuat fRotation; // our current rotation
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// These are set to true once we EVER get close enough to the goal, so that if we fall out
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// of range from the anim blend out, we don't later try and correct again, and get in a fun
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// little back-and-forth loop.
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bool fPosGoalHit;
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bool fRotGoalHit;
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bool fStillPositioning; // haven't yet reached the final position
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bool fStillRotating; // haven't yet reached the final orientation
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hsVector3 fGoalVec; // vec from us to the goal
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float fDistance; // how far to the goal?
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float fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
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float fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
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float fDistForward; // distance straight forward to goal plane
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float fDistRight; // distance straight right to goal plane
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float fShuffleRange;
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float fMaxSidleAngle; // in right . goal
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float fMaxSidleRange; // in feet
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float fMinFwdAngle; // in fwd . goal
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float fMaxBackAngle; // in fwd . goal
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double fStartTime;
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uint8_t fFlags;
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plKey fNotifyFinishedKey; // Send a message to this key when we're done.
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};
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#endif
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