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/*==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==*/
#include "hsConfig.h"
#include "hsWindows.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainHuman.h"
#include "plAvBrainClimb.h"
#include "plAvBrainDrive.h"
#include "plAvBrainGeneric.h"
#include "plAvBrainSwim.h"
#include "plArmatureMod.h"
#include "plAGModifier.h"
#include "plMatrixChannel.h"
#include "plAvTask.h"
#include "plAvTaskBrain.h"
#include "plAvTaskSeek.h"
#include "plAGAnim.h"
#include "plAGAnimInstance.h"
#include "plAvatarMgr.h"
#include "plAnimStage.h"
#include "plAvatarClothing.h"
#include "hsTimer.h"
#include "hsGeometry3.h"
#include "float.h"
#include "plPipeline.h"
#include "plgDispatch.h"
#include "hsQuat.h"
#include "plPhysical.h"
#include "../plStatusLog/plStatusLog.h"
#include "../pnNetCommon/plNetApp.h"
#include "../pnSceneObject/plCoordinateInterface.h"
#include "../plInputCore/plAvatarInputInterface.h"
#include "../plInputCore/plInputDevice.h"
#include "../plMath/plRandom.h"
#include "../plPipeline/plDebugText.h"
#include "../plNetClient/plNetLinkingMgr.h"
#include "../plMessage/plAvatarMsg.h"
#include "../plMessage/plClimbMsg.h"
#include "../plMessage/plInputEventMsg.h"
#include "../plMessage/plLOSHitMsg.h"
#include "../plMessage/plLOSRequestMsg.h"
#include "../plMessage/plSimStateMsg.h"
#include "../plMessage/plSwimMsg.h"
#include "../plMessage/plAgeLoadedMsg.h"
#include "../pnMessage/plWarpMsg.h"
#include "../pnMessage/plProxyDrawMsg.h"
#include "../plMessage/plRideAnimatedPhysMsg.h"
float plAvBrainHuman::fWalkTimeToMaxTurn = .3f;
float plAvBrainHuman::fRunTimeToMaxTurn = .1f;
float plAvBrainHuman::fWalkMaxTurnSpeed = 2.0f;
float plAvBrainHuman::fRunMaxTurnSpeed = 1.7;
plAvBrainHuman::TurnCurve plAvBrainHuman::fWalkTurnCurve = plAvBrainHuman::kTurnExponential;
plAvBrainHuman::TurnCurve plAvBrainHuman::fRunTurnCurve = plAvBrainHuman::kTurnExponential;
const hsScalar plAvBrainHuman::kAirTimePanicThreshold = 10; // seconds
void plAvBrainHuman::SetTimeToMaxTurn(float time, hsBool walk)
{
if (walk)
fWalkTimeToMaxTurn = time;
else
fRunTimeToMaxTurn = time;
}
float plAvBrainHuman::GetTimeToMaxTurn(hsBool walk)
{
return (walk ? fWalkTimeToMaxTurn : fRunTimeToMaxTurn);
}
void plAvBrainHuman::SetMaxTurnSpeed(float radsPerSec, hsBool walk)
{
if (walk)
fWalkMaxTurnSpeed = radsPerSec;
else
fRunMaxTurnSpeed = radsPerSec;
}
float plAvBrainHuman::GetMaxTurnSpeed(hsBool walk)
{
return (walk ? fWalkMaxTurnSpeed : fRunMaxTurnSpeed);
}
void plAvBrainHuman::SetTurnCurve(TurnCurve curve, hsBool walk)
{
if (walk)
fWalkTurnCurve = curve;
else
fRunTurnCurve = curve;
}
plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(hsBool walk)
{
return (walk ? fWalkTurnCurve : fRunTurnCurve);
}
plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) :
fHandleAGMod(nil),
fStartedTurning(-1.0f),
fWalkingStrategy(nil),
fPreconditions(0),
fIsActor(isActor)
{
}
hsBool plAvBrainHuman::Apply(double timeNow, hsScalar elapsed)
{
#ifndef _DEBUG
try
{
#endif
// SetTurnStrength runs first to make sure it's set to a sane value
// (or cleared). RunStandardBehaviors may overwrite it.
fWalkingStrategy->SetTurnStrength(IGetTurnStrength(timeNow));
RunStandardBehaviors(timeNow, elapsed);
fWalkingStrategy->RecalcVelocity(timeNow, elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask));
plArmatureBrain::Apply(timeNow, elapsed);
#ifndef _DEBUG
} catch (...)
{
// just catch all the crashes on exit...
plStatusLog *log = plAvatarMgr::GetInstance()->GetLog();
log->AddLine("plAvBrainHuman::Apply - crash caught");
}
#endif
return true;
}
void plAvBrainHuman::Activate(plArmatureModBase *avMod)
{
plArmatureBrain::Activate(avMod);
IInitBoneMap();
IInitAnimations();
if (!fWalkingStrategy)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
plSceneObject *avSO = fAvMod->GetTarget(0);
hsBool isLocal = avSO->IsLocallyOwned();
if (fAvMod->GetClothingOutfit() && fAvMod->GetClothingOutfit()->fGroup != plClothingMgr::kClothingBaseNoOptions)
{
if (fAvMod->IsLocalAvatar())
fAvMod->GetClothingOutfit()->ReadFromVault();
else
{
fAvMod->GetClothingOutfit()->WearDefaultClothing();
fAvMod->GetClothingOutfit()->ForceUpdate(true);
}
}
if (fAvMod == plAvatarMgr::GetInstance()->GetLocalAvatar())
plAvatarInputInterface::GetInstance()->ForceAlwaysRun(plKeyboardDevice::GetInstance()->IsCapsLockKeyOn() != 0);
}
void plAvBrainHuman::IInitBoneMap()
{
struct tuple {
HumanBoneID fID;
const char * fName;
};
tuple tupleMap[] =
{
{ Pelvis, "Bone_Root" },
// left leg
{ LThigh, "Bone_LThigh" },
{ LCalf, "Bone_LCalf" },
{ LFoot, "Bone_LFoot" },
{ LFootPrint, "Print_L Foot" },
{ LToe0, "Bone_LToe" },
// right leg
{ RThigh, "Bone_RThigh" },
{ RCalf, "Bone_RCalf" },
{ RFoot, "Bone_RFoot" },
{ RFootPrint, "Print_R Foot" },
{ RToe0, "Bone_RToe" },
// spine and head, starting at base of spine
{ Spine, "Bone_Spine0" },
{ TrunkPrint, "Print_Trunk" },
{ Spine1, "Bone_Spine1" },
{ Spine2, "Bone_Spine2" },
{ Neck, "Bone_Neck" },
{ Head, "Bone_Head" },
{ Jaw, "Bone_Jaw" },
// left face bones
{ LMouthLower, "Bone_LMouthLower" },
{ RMouthLower, "Bone_RMouthLower" },
{ LBrowInner, "Bone_LBrowInner" },
{ LBrowOuter, "Bone_LBrowOuter" },
{ LCheek, "Bone_LCheek" },
{ LEye, "Bone_LEye" },
{ LEyeLid01, "Bone_LEyeLid1" },
{ LEyeLid02, "Bone_LEyeLid2" },
{ LMouthCorner, "Bone_LMouthCorner" },
{ LMouthUpper, "Bone_LMouthUpper" },
// right face bones
{ RBrowInner, "Bone_RBrowInner" },
{ RBrowOuter, "Bone_RBrowOuter" },
{ RCheek, "Bone_RCheek" },
{ REye, "Bone_REye" },
{ REyeLid01, "Bone_REyeLid1" },
{ REyeLid02, "Bone_REyeLid2" },
{ RMouthCorner, "Bone_RMouthCorner" },
{ RMouthUpper, "Bone_RMouthUpper" },
// Left Arm
{ LClavicle, "Bone_LClavicle" },
{ LUpperArm, "Bone_LUpperArm" },
{ LForearm, "Bone_LForearm" },
{ LHand, "Bone_LHand" },
{ LHandPrint, "Print_L Hand" },
{ LMiddleFinger1, "Bone_LMiddle1" },
{ LMiddleFinger2, "Bone_LMiddle2" },
{ LMiddleFinger3, "Bone_LMiddle3" },
{ LPinkyFinger1, "Bone_LPinky1" },
{ LPinkyFinger2, "Bone_LPinky2" },
{ LPinkyFinger3, "Bone_LPinky3" },
{ LPointerFinger1, "Bone_LPointer1" },
{ LPointerFinger2, "Bone_LPointer2" },
{ LPointerFinger3, "Bone_LPointer3" },
{ LRingFinger1, "Bone_LRing1" },
{ LRingFinger2, "Bone_LRing2" },
{ LRingFinger3, "Bone_LRing3" },
{ LThumb1, "Bone_LThumb1" },
{ LThumb2, "Bone_LThumb2" },
{ LThumb3, "Bone_LThumb3" },
// Right Arm
{ RClavicle, "Bone_RClavicle" },
{ RUpperArm, "Bone_RUpperArm" },
{ RForearm, "Bone_RForearm" },
{ RHand, "Bone_RHand" },
{ RHandPrint, "Print_R Hand" },
{ RMiddleFinger1, "Bone_RMiddle1" },
{ RMiddleFinger2, "Bone_RMiddle2" },
{ RMiddleFinger3, "Bone_RMiddle3" },
{ RPinkyFinger1, "Bone_RPinky1" },
{ RPinkyFinger2, "Bone_RPinky2" },
{ RPinkyFinger3, "Bone_RPinky3" },
{ RPointerFinger1, "Bone_RPointer1" },
{ RPointerFinger2, "Bone_RPointer2" },
{ RPointerFinger3, "Bone_RPointer3" },
{ RRingFinger1, "Bone_RRing1" },
{ RRingFinger2, "Bone_RRing2" },
{ RRingFinger3, "Bone_RRing3" },
{ RThumb1, "Bone_RThumb1" },
{ RThumb2, "Bone_RThumb2" },
{ RThumb3, "Bone_RThumb3" },
};
int numTuples = sizeof(tupleMap) / sizeof(tuple);
for(int i = 0; i < numTuples; i++)
{
HumanBoneID id = tupleMap[i].fID;
const char * name = tupleMap[i].fName;
const plSceneObject * bone = this->fAvMod->FindBone(name);
if( bone )
{
fAvMod->AddBoneMapping(id, bone);
}
else
hsStatusMessageF("Couldn't find standard bone %s.", name);
}
}
plAvBrainHuman::~plAvBrainHuman()
{
int i;
for (i = 0; i < fBehaviors.GetCount(); i++)
delete fBehaviors[i];
fBehaviors.Reset();
delete fWalkingStrategy;
fWalkingStrategy = nil;
}
void plAvBrainHuman::Deactivate()
{
// fAvMod will be nil here when exporting.
if (fAvMod)
plAvatarMgr::GetInstance()->RemoveAvatar(fAvMod); // unregister
plArmatureBrain::Deactivate();
}
void plAvBrainHuman::Suspend()
{
// Kind of hacky... but this is a rather rare case.
// If the user lets up on the PushToTalk key in another brain
// we'll miss the message to take off the animation.
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();
fWalkingStrategy->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 = TRACKED_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 = TRACKED_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())
{
// Switch to dynamic walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fWalkingStrategy = TRACKED_NEW plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
else
{
// Restore default walking strategy
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = fAvMod->GetController();
fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
controller->SetMovementStrategy(fWalkingStrategy);
}
}
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 = TRACKED_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 = TRACKED_NEW plAvBrainClimb(startMode);
plAvTaskBrain *brainTask = TRACKED_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;
}
hsScalar 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;
hsScalar turnLeftStrength = turnLeft ? turnLeft->GetStrength() : 0.f;
hsScalar turnRightStrength = turnRight ? turnRight->GetStrength() : 0.f;
// Turning based on keypress
if ((turnLeftStrength > 0.f)
|| (turnRightStrength > 0.f)
|| (!fWalkingStrategy->IsOnGround()
&& !fWalkingStrategy->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 (!fWalkingStrategy->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 = TRACKED_NEW plAvTaskSeek(seekM);
QueueTask(seek);
}
else
if (!seekM->fNoSeek)
{
// use dumb seek
plAvSeekTask *seek = TRACKED_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 = TRACKED_NEW plAvOneShotTask(oneshotM, fAvMod, this);
QueueTask(oneshot);
}
} else if (plAvPushBrainMsg *pushM = plAvPushBrainMsg::ConvertNoRef(msg)) {
plAvTaskBrain * push = TRACKED_NEW plAvTaskBrain(pushM->fBrain);
QueueTask(push);
} else if (plAvPopBrainMsg *popM = plAvPopBrainMsg::ConvertNoRef(msg)) {
plAvTaskBrain * pop = TRACKED_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 (!fWalkingStrategy)
return;
hsScalar 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 (!fWalkingStrategy->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 = TRACKED_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 = TRACKED_NEW plAvAnimTask(chatAnimName, 0.0, 1.0, 1.0, 0.0, true, true, true);
if (animTask)
{
plAvTaskMsg *taskMsg = TRACKED_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 = TRACKED_NEW plAvAnimTask(chatAnimName, -1.0);
if (animTask)
{
plAvTaskMsg *taskMsg = TRACKED_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 = TRACKED_NEW Idle;
behavior->Init(idle, true, this, fAvMod, kDefaultFade, kDefaultFade, kIdle, plHBehavior::kBehaviorTypeIdle);
behavior->SetStrength(1.f, 0.f);
fBehaviors[kWalk] = behavior = TRACKED_NEW Walk;
behavior->Init(walk, true, this, fAvMod, kDefaultFade, 5.f, kWalk, plHBehavior::kBehaviorTypeWalk);
fBehaviors[kRun] = behavior = TRACKED_NEW Run;
behavior->Init(run, true, this, fAvMod, kDefaultFade, 2.0, kRun, plHBehavior::kBehaviorTypeRun);
fBehaviors[kWalkBack] = behavior = TRACKED_NEW WalkBack;
behavior->Init(walkBack, true, this, fAvMod, kDefaultFade, kDefaultFade, kWalkBack, plHBehavior::kBehaviorTypeWalkBack);
fBehaviors[kStandingTurnLeft] = behavior = TRACKED_NEW StandingTurnLeft;
behavior->Init(standingLeft, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnLeft, plHBehavior::kBehaviorTypeTurnLeft);
fBehaviors[kStandingTurnRight] = behavior = TRACKED_NEW StandingTurnRight;
behavior->Init(standingRight, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnRight, plHBehavior::kBehaviorTypeTurnRight);
fBehaviors[kStepLeft] = behavior = TRACKED_NEW StepLeft;
behavior->Init(stepLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepLeft, plHBehavior::kBehaviorTypeSidestepLeft);
fBehaviors[kStepRight] = behavior = TRACKED_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 = TRACKED_NEW Fall;
behavior->Init(fall, true, this, fAvMod, 1.0f, 10, kFall, plHBehavior::kBehaviorTypeFall);
fBehaviors[kStandingJump] = behavior = TRACKED_NEW StandingJump;
behavior->Init(standJump, false, this, fAvMod, kDefaultFade, kDefaultFade, kStandingJump, plHBehavior::kBehaviorTypeStandingJump);
fBehaviors[kWalkingJump] = behavior = TRACKED_NEW WalkingJump;
behavior->Init(walkJump, false, this, fAvMod, 10, 3.0, kWalkingJump, plHBehavior::kBehaviorTypeWalkingJump);
fBehaviors[kRunningJump] = behavior = TRACKED_NEW RunningJump;
behavior->Init(runJump, false, this, fAvMod, 10, 2.0, kRunningJump, plHBehavior::kBehaviorTypeRunningJump);
fBehaviors[kGroundImpact] = behavior = TRACKED_NEW GroundImpact;
behavior->Init(groundImpact, false, this, fAvMod, 6.0f, kDefaultFade, kGroundImpact, plHBehavior::kBehaviorTypeGroundImpact);
fBehaviors[kRunningImpact] = behavior = TRACKED_NEW RunningImpact;
behavior->Init(runningImpact, false, this, fAvMod, 6.0f, kDefaultFade, kRunningImpact, plHBehavior::kBehaviorTypeRunningImpact);
fBehaviors[kMovingTurnLeft] = behavior = TRACKED_NEW MovingTurnLeft;
behavior->Init(movingLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnLeft, plHBehavior::kBehaviorTypeMovingTurnLeft);
fBehaviors[kMovingTurnRight] = behavior = TRACKED_NEW MovingTurnRight;
behavior->Init(movingRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnRight, plHBehavior::kBehaviorTypeMovingTurnRight);
fBehaviors[kPushWalk] = behavior = TRACKED_NEW PushWalk;
behavior->Init(pushWalk, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushWalk, plHBehavior::kBehaviorTypePushWalk);
//fBehaviors[kPushIdle] = behavior = TRACKED_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 our current walking strategy is dynamic, restore the default kinematic strategy.
if (!fWalkingStrategy->IsKinematic())
{
delete fWalkingStrategy;
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
fWalkingStrategy = TRACKED_NEW plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller);
}
fWalkingStrategy->Reset(true);
plArmatureBrain::LeaveAge();
// pin the physical so it doesn't fall when the world is deleted
fAvMod->EnablePhysics(false);
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 = fWalkingStrategy->IsOnGround() ? "yes" : "no";
const char *pushing = (fWalkingStrategy->GetPushingPhysical() ? (fWalkingStrategy->GetFacingPushingPhysical() ? "facing" : "behind") : "none");
sprintf(strBuf, "Ground: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s",
grounded, fWalkingStrategy->GetAirTime(), fWalkingStrategy->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 index, UInt32 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)
{
hsScalar 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->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
}
hsBool Walk::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
}
hsBool WalkBack::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || fHuBrain->fWalkingStrategy->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->fWalkingStrategy->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->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
}
hsBool MovingTurnRight::PreCondition(double time, float elapsed)
{
if (fAvMod->GetTurnStrength() < 0)
{
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
return true;
}
return false;
}
void Jump::IStart()
{
fHuBrain->fWalkingStrategy->EnableControlledFlight(true);
plHBehavior::IStart();
}
void Jump::IStop()
{
fHuBrain->fWalkingStrategy->EnableControlledFlight(false);
plHBehavior::IStop();
}
hsBool StandingJump::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() ||
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd())
{
return false;
}
return !fAnim->IsFinished();
}
else
{
if (fAvMod->JumpKeyDown() &&
!fAvMod->ForwardKeyDown() &&
fAnim->GetBlend() == 0.0f &&
fHuBrain->fWalkingStrategy->IsOnGround())
{
if (fAvMod->ConsumeJump())
return true;
}
}
}
return false;
}
hsBool WalkingJump::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical()))
{
if (fAvMod->ConsumeJump())
return true;
}
}
}
return false;
}
hsBool RunningJump::PreCondition(double time, float elapsed)
{
if (fAnim)
{
if (GetStrength() > 0.f)
{
if (!fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() &&
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY < kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime)
{
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel)
{
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY >= kRunningImpactThresh)
{
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->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->fWalkingStrategy->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->fWalkingStrategy->GetPushingPhysical()->GetPositionSim(lookAt);
hsVector3 up(0.f, 0.f, 1.f);
hsScalar angle = hsATan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + hsScalarPI / 2;
hsQuat targRot(angle, &up);
const hsScalar kTurnSpeed = 3.f;
hsScalar angDiff = QuatAngleDiff(rot, targRot);
hsScalar 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->fWalkingStrategy->SetTurnStrength(-turnSpeed);
else
fHuBrain->fWalkingStrategy->SetTurnStrength(turnSpeed);
}
//hsBool PushIdle::PreCondition(double time, float elapsed)
//{
// return (fHuBrain->fWalkingStrategy->GetPushingPhysical() &&
// fHuBrain->fWalkingStrategy->IsOnGround() &&
// !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown()
// && fAvMod->GetTurnStrength() == 0);
//}
hsBool PushWalk::PreCondition(double time, float elapsed)
{
return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && fHuBrain->fWalkingStrategy->GetFacingPushingPhysical() &&
fHuBrain->fWalkingStrategy->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->fWalkingStrategy->IsOnGround() || !huBrain->fWalkingStrategy->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 = TRACKED_NEW plAnimStageVec;
plAnimStage *s1 = TRACKED_NEW plAnimStage(enterAnim,
0,
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone,
0);
v->push_back(s1);
plAnimStage *s2 = TRACKED_NEW plAnimStage(idleAnim, 0,
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
idleAdvance, plAnimStage::kRegressNone,
-1);
v->push_back(s2);
plAnimStage *s3 = TRACKED_NEW plAnimStage(exitAnim, 0,
plAnimStage::kForwardAuto, plAnimStage::kBackNone,
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone,
0);
v->push_back(s3);
plAvBrainGeneric *b = TRACKED_NEW plAvBrainGeneric(v, nil, nil, nil, plAvBrainGeneric::kExitAnyTask | plAvBrainGeneric::kExitNewBrain,
2.0f, 2.0f, plAvBrainGeneric::kMoveStandstill);
b->SetBodyUsage(bodyUsage);
b->SetType(type);
plAvTaskBrain *bt = TRACKED_NEW plAvTaskBrain(b);
plAvTaskMsg *btm = TRACKED_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->fWalkingStrategy->IsOnGround() && huBrain->fWalkingStrategy->HitGroundInThisAge() && !huBrain->IsRunningTask() &&
emote && !alreadyActive && avatar->IsPhysicsEnabled())
{
plKey avKey = avatar->GetKey();
float fadeIn = emote->GetFadeIn();
float fadeOut = emote->GetFadeOut();
plAnimStage *s1 = TRACKED_NEW plAnimStage(emoteName,
0,
plAnimStage::kForwardAuto,
plAnimStage::kBackNone,
plAnimStage::kAdvanceOnMove,
plAnimStage::kRegressNone,
0);
plAnimStageVec *v = TRACKED_NEW plAnimStageVec;
v->push_back(s1);
plAvBrainGeneric *b = TRACKED_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 = TRACKED_NEW plAvTaskBrain(b);
plAvTaskMsg *btm = TRACKED_NEW plAvTaskMsg(plAvatarMgr::GetInstance()->GetKey(), avKey, bt);
btm->SetBCastFlag(plMessage::kNetPropagate);
btm->Send();
result = true;
}
return result;
}