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315 lines
12 KiB
315 lines
12 KiB
14 years ago
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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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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 PLAVBRAINGENERIC_INC
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#define PLAVBRAINGENERIC_INC
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// base class
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#include "plAvBrain.h"
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#include "plAGAnim.h"
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class plAnimStage;
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class plAnimStageVec;
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class plAvBrainGenericMsg;
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class plHorizontalFreezeAction;
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class plNotifyMsg;
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/** \class plAvBrainGeneric
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The generic brain is designed to manage complex (and simple) sequences of animations
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used in detailed puzzle sequences and the like.
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It implements a model wherein each animation is wrapped in an plAnimStage object,
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which provides different means of user input, support for loop types, callbacks
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at significant events, and scripted control of stage transitions.
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Detailed object interactions such as climbing, sitting, interacting with levers,
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and the like are all handled by generic brains with varying stages.
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*/
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class plAvBrainGeneric : public plArmatureBrain
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{
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public:
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/** \enum BrainType
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Sometimes the brains are truly generic and opaque, and sometimes
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we need to be able to tell "what this brain does" at a summary level.
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This enum lists our current standard brain types.
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This data is not used internally by the brain; it's just stored
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for the user. */
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enum BrainType {
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kGeneric, /// type was not specified
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kLadder, /// it's a ladder brain
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kSit, /// it's a sit brain
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kSitOnGround, /// sit on the ground emote
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kEmote, /// yeah yeah
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kAFK,
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kNumBrainTypes,
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kNonGeneric = kNumBrainTypes /// If we ask the avatar what its current generic type is,
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/// we use this to signify that it's not currenty using
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/// a generic brain.
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};
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/** \enum ExitFlag
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The default behavior for a generic brain is to exit when all its
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stages are completed. This set of bitwise indices defines other
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conditions which can be used to exit a brain.
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Note: For now, we're restricting the SDL for this to a byte. Change that if you add
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too many flags.
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*/
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enum ExitFlag {
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kExitNormal = 0, // for completeness; use this when you don't have an exit condition
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kExitAnyTask = 0x01, // exit if anyone sends us a task
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kExitNewBrain = 0x02, // exit if anyone sends us a new brain
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kExitAnyInput = 0x04, // exit if we get any input control events
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kExitMaxFlag = 0x08
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};
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enum MoveMode {
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kMoveAbsolute, // the animations are taken to be in world coordinates
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kMoveRelative, // the animation is played as if the starting point is the origin
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kMoveNormal, // the avatar root is moved by translating the animation to velocity
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kMoveStandstill, // the avatar root is held immobile
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kMaxMoveMode,
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kForceSize = 0xff
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};
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enum Mode{
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kEntering = 0x01, // seeking, loading, or within the "enter" animation
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kNormal = 0x02, // undistinguished animations are running
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kFadingIn = 0x03, // fading in first stage; not running
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kFadingOut = 0x04, // fading out last stage; not running
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kExit = 0x05, // exit observing animation fadeouts, etc.
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kAbort = 0x06, // exit immediately without updating animations
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kMaxMode = 0x07,
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kModeSize = 0xff
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} fMode;
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static const hsScalar kDefaultFadeIn;
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static const hsScalar kDefaultFadeOut;
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/** Default constructor for the class factory and descendants. */
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plAvBrainGeneric();
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/** Canonical constructor - use this.
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\param stages A vector of stages to use for this brain. Will be copied
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into our internal vector.
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\param enterMessage A message to send when the brain enters begins playing.
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If you need finer control over callbacks, use stage callbacks.
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\param exitMessage A message to send when the brain exits.
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\param recipient Callbacks from the brain *and* the stages is sent to this key.
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\param exitFlags A combination of exit conditions from the ExitFlag enum */
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plAvBrainGeneric(plAnimStageVec *stages, plMessage *enterMessage, plMessage *exitMessage,
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plKey recipient, UInt32 exitFlags, float fadeIn, float fadeOut, MoveMode moveMode);
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/** Simplified constructor
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\param exitFlags Indicates which conditions will cause the brain to exit.
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\param fadeIn Rate (in blend units per second) of initial animation fade in.
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\param fadeOut Rate (in blend units per second) of final animation fade out.
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*/
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plAvBrainGeneric(UInt32 exitFlags, float fadeIn, float fadeOut, MoveMode moveMode);
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/** Virtual destructor */
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virtual ~plAvBrainGeneric();
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static hsBool fForce3rdPerson;
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/** Attaches our current stage and takes control of the armature. Note that
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the brain may be in a "half-finished" state -- we may be receiving some
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complex state from another client and therefore pushing on a brain that
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is in the middle of its third stage, for example. */
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virtual void Activate(plArmatureModBase *avMod);
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/** Advance the current stage and swap in a new stage if necessary. */
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virtual hsBool Apply(double timeNow, hsScalar elapsed);
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/** Remove all our stages and release control of the armature. */
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virtual void Deactivate();
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virtual plKey GetRecipient();
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virtual void SetRecipient(const plKey &recipient);
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/** Send a notify message to our recipient.
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Some brains, such as the coop, will use this opportunity to add annotations
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to the notify. */
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virtual bool RelayNotifyMsg(plNotifyMsg *msg);
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/** We're leaving the age. Clean up. */
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virtual hsBool LeaveAge();
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virtual hsBool IsRunningTask();
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/** Compare the names of the anims in our stages.
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Return true on a match (order matters). */
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bool MatchAnimNames(const char *names[], int count);
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/** Add the given stage to the end of the stage sequence.
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Returns the zero-based index of the stage.
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*/
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int AddStage(plAnimStage *stage);
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/** The sequence number of the *given* stage -- not the current stage. Useful
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if you have a pointer to a stage and want to find out where in the sequence
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it lives. Notice that since stage transitions can be nonlinear, there is
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no guarantee that this will be the nth stage to play, or that it will play
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at all. */
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int GetStageNum(plAnimStage *stage);
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/** Get the sequence number of the stage that's currently playing. */
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int GetCurStageNum();
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void SetCurStageNum(int num) { fCurStage = num; };
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/** How many stages are in this brain? */
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int GetStageCount();
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/** Retrieve a stage via a sequence number. Returns nil if no such stage exists
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Be extremely careful about retaining this pointer, as it may be deleted at
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any time. */
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plAnimStage * GetStage(int which);
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/** Retrieve a pointer to the currently executing stage.Returns nil if no such stage exists
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Be extremely careful about retaining this pointer, as it may be deleted at
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any time. */
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plAnimStage * GetCurStage();
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/** Set the user-specified type of the brain. Has no effect on brain behavior;
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just a poor man's dynamic type system */
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BrainType SetType(BrainType newType);
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/** Get the user-specified type of the brain. Has no effect on brain behavior;
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for external reference only. */
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BrainType GetType();
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/** Is the brain moving "generally" forward? This is a fairly poorly-defined concept
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that is only used by stages that have "auto" progress types, i.e. they
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move forward if the brain is moving forward, and move backward if the brain
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is moving backward.
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/deprecated Avoid. will probably be deleted. */
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bool GetForward() const { return fForward; }
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bool GetReverseFBControlsOnRelease() const { return fReverseFBControlsOnRelease; };
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void SetReverseFBControlsOnRelease(bool val) { fReverseFBControlsOnRelease = val; };
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/** Returns a pointer to the message we will send when we start our brain.
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Returns nil if there is no such message *or* if it has already been sent.
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/bug This message is destructed after being delivered, so we need to
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nil this pointer after sending it.
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*/
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plMessage* GetStartMessage() const { return fStartMessage; }
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/** Returns a pointer to the message we will send when we finish our brain.
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Returns nil if there is no such message *or* if it has already been sent.
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/bug This message is destructed after being delivered, so we need to
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nil this pointer after sending it.
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*/
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plMessage* GetEndMessage() const { return fEndMessage; }
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/** Returns the bitvector holding our exit conditions.
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/sa plAvBrainGeneric::ExitFlags */
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UInt32 GetExitFlags() const { return fExitFlags; }
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plAGAnim::BodyUsage GetBodyUsage();
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void SetBodyUsage(plAGAnim::BodyUsage bodyUsage);
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Mode GetMode() { return fMode; }
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void SetMode(Mode mode) { fMode = mode; }
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float GetFadeIn() { return fFadeIn; }
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float GetFadeOut() { return fFadeOut; }
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MoveMode GetMoveMode() { return fMoveMode; }
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/** Output the brain's status to the avatar debug screen. */
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virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
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// plasma protocol
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hsBool plAvBrainGeneric::MsgReceive(plMessage *msg);
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CLASSNAME_REGISTER( plAvBrainGeneric );
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GETINTERFACE_ANY( plAvBrainGeneric, plArmatureBrain );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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protected:
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/////////////////////////////////////////////////////////////////////////////////////
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//
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// CODE
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//
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/////////////////////////////////////////////////////////////////////////////////////
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hsBool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg);
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hsBool IHandleTaskMsg(plAvTaskMsg *msg);
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bool IBrainIsCompatible(plAvBrainGeneric *otherBrain);
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float IGetAnimDelta(double time, float elapsed); // how far should we move our animation this frame?
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hsBool IProcessNormal(double time, float elapsed);
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hsBool IProcessFadeIn(double time, float elapsed);
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hsBool IProcessFadeOut(double time, float elapsed);
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hsBool ISwitchStages(int oldStage, int newStage, float delta, hsBool setTime, hsScalar newTime,
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float fadeNew, hsScalar fadeOld, double worldTime);
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void IEnterMoveMode(double time); // we've just entered and we're about to begin animating.
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void IExitMoveMode(); // we're done animating; clean up
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/////////////////////////////////////////////////////////////////////////////////////
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//
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// DATA
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//
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/////////////////////////////////////////////////////////////////////////////////////
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plKey fRecipient; // this guy gets all new notify messages
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plAnimStageVec *fStages; // all the stages in our animation
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int fCurStage; // which stage are we playing? (zero-based)
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BrainType fType; // what type of brain are we?
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UInt32 fExitFlags; // what will cause us to exit?
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plHorizontalFreezeAction *fCallbackAction;
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bool fForward; // are we currently moving forward or backward through the stages?
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// this is used by the "auto-" movement types in the stages
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plMessage *fStartMessage; // send this message when our brain is activated
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plMessage *fEndMessage; // send this message when our brain is deactivated
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bool fReverseFBControlsOnRelease; // Tells the armature that we want to reverse the forward/backward controls
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// if both are released. The armatureMod will tell us if this has actually happened
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float fFadeIn; // if non-zero, the rate to fade in the first animation
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float fFadeOut; // if non-zero, the rate to fade out the last animation
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MoveMode fMoveMode; // how are we translating animation movement to
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// movement in the world?
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plAGAnim::BodyUsage fBodyUsage; // how much of the body does this brain use?
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// this is based strictly on compatibility; i.e. a brain
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// that uses only the lower body might still animate the
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// hands, but it is guaranteed to look right when overlaid
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// by an anim that uses only the upper body.
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};
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#endif // PLAVBRAINGENERIC_INC
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