/*==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 . 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