/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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GNU General Public License for more details.
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*==LICENSE==*/
#ifndef PL_AV_BRAIN_CRITTER_H
#define PL_AV_BRAIN_CRITTER_H
#include "plAvBrain.h"
#include "hsTemplates.h"
#include "pnKeyedObject/plKey.h"
class plArmatureMod;
class plWalkingController;
class plAIMsg;
class plAvBrainCritter : public plArmatureBrain
{
public:
enum CritterMode
{
kIdle = 0,
kRun,
kNumDefaultModes
// anything >= kNumDefaultModes is user
};
enum Anims
{
kIdleAnim = 0,
kRunAnim,
kNumDefaultAnims
// anything >= kNumDefaultAnims this is user
};
plAvBrainCritter();
virtual ~plAvBrainCritter();
CLASSNAME_REGISTER(plAvBrainCritter);
GETINTERFACE_ANY(plAvBrainCritter, plArmatureBrain);
hsBool Apply(double time, float elapsed);
hsBool MsgReceive(plMessage* msg);
virtual void Activate(plArmatureModBase* avMod);
virtual void Deactivate();
virtual void Suspend();
virtual void Resume();
/**
* Gets the SceneObject root for this avatar
*
* This is most useful in scripts that need to act upon the SceneObject directly.
* There are other ways of obtaining the SceneObject, but network synchronization often
* makes those ways more difficult than they need to be, so we have included this method
* to make the scripter's life easier.
*/
plSceneObject* GetTarget() const;
void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
float fadeInLen = 2.f, float fadeOutLen = 2.f);
void StartBehavior(const std::string& behaviorName, bool fade = true);
bool RunningBehavior(const std::string& behaviorName) const;
std::string BehaviorName(int behavior) const;
plString AnimationName(int behavior) const;
int CurBehavior() const {return fCurMode;}
int NextBehavior() const {return fNextMode;}
std::string IdleBehaviorName() const;
std::string RunBehaviorName() const;
void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false);
hsPoint3 CurrentGoal() const {return fFinalGoalPos;}
bool AvoidingAvatars() const {return fAvoidingAvatars;}
bool AtGoal() const;
void StopDistance(float stopDistance) {fStopDistance = stopDistance; fStopDistanceSquared = fStopDistance * fStopDistance;}
float StopDistance() const {return fStopDistance;}
void SightCone(float coneRad);
float SightCone() const {return fSightConeAngle;}
void SightDistance(float sightDis) {fSightDistance = sightDis; fSightDistanceSquared = fSightDistance * fSightDistance;}
float SightDistance() const {return fSightDistance;}
void HearingDistance(float hearDis);
float HearingDistance() const {return fHearingDistance;}
bool CanSeeAvatar(unsigned long id) const;
bool CanHearAvatar(unsigned long id) const;
std::vector PlayersICanSee() const;
std::vector PlayersICanHear() const;
hsVector3 VectorToPlayer(unsigned long id) const;
void AddReceiver(const plKey key);
void RemoveReceiver(const plKey key);
virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt);
plWalkingController* GetCallbackAction() {return fCallbackAction;}
// For the console
static bool fDrawDebug;
protected:
virtual hsBool IInitBaseAnimations();
int IPickBehavior(int behavior) const;
int IPickBehavior(const std::string& behavior) const;
void IFadeOutBehavior(); // fades out fCurMode
void IStartBehavior(); // fades in and initializes fNextMode, then sets fCurMode
void IProcessBehavior(double time, float elapsed); // processes fCurMode
void IEvalGoal();
float IGetTurnStrength(double time) const;
std::vector IGetAgePlayerIDList() const;
bool ICanSeeAvatar(plArmatureMod* avatar) const;
bool ICanHearAvatar(plArmatureMod* avatar) const;
std::vector IAvatarsICanSee() const;
std::vector IAvatarsICanHear() const;
plWalkingController* fCallbackAction;
int fCurMode; // current behavior we are running
int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval)
bool fFadingNextBehavior; // is the next behavior supposed to blend?
bool fAvoidingAvatars; // are we avoiding avatars to the best of our ability when pathfinding?
hsPoint3 fFinalGoalPos; // the location we are pathfinding to
hsPoint3 fImmediateGoalPos; // the location of the point we are immediately going towards (not necessarily our final goal)
float fDotGoal; // dot product to our goal
float fAngRight; // dot product of our local right-hand vector to our goal
float fStopDistance; // how close we need to get to our goal before stopping
float fStopDistanceSquared; // the above, squared, for faster calculation
float fSightConeAngle; // in radians, the width of the cone we can see (/2 on each side of where we face, so 90deg cone is 45deg on each side)
float fSightConeDotMin; // the minimum dot-product of the cone we can see (1 - straight ahead only, 0 - 90deg either side, -1 - 180 behind, or full 360)
float fSightDistance; // how far away we can see (cone in front of us)
float fSightDistanceSquared; // the above, squared, for faster calculation
float fHearingDistance; // how far away we can hear (360 degrees)
float fHearingDistanceSquared; // the above, squared, for faster calculation
float fLoudHearingDistanceSquared; // how far away we can hear loud noises, squared, for faster calculation
std::map > fUserBehaviors; // string is behavior name, internal vector is the list of behaviors that are randomly picked from
std::vector fReceivers; // list of people that want messages from us
};
#endif // PL_AV_BRAIN_CRITTER_H