/*==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 .
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
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*==LICENSE==*/
#include "plArmatureMod.h"
// local
#include "plAvBrain.h"
#include "plAvBrainUser.h"
#include "plAvatarMgr.h"
#include "plAGModifier.h"
#include "plAvatarClothing.h"
#include "plClothingSDLModifier.h"
#include "plAvatarSDLModifier.h"
#include "plAGAnim.h"
#include "plArmatureEffects.h"
#include "plAvBrainHuman.h"
#include "plMatrixChannel.h"
#include "plAvatarTasks.h"
#include "plPhysicalControllerCore.h"
#include "plAvBrainCritter.h"
// global
#include "plgDispatch.h"
#include "hsQuat.h"
#include "hsTimer.h"
// other
#include "pnSceneObject/plCoordinateInterface.h"
#include "pnSceneObject/plAudioInterface.h"
#include "plInterp/plAnimTimeConvert.h"
#include "pnMessage/plEnableMsg.h"
#include "pnMessage/plTimeMsg.h"
#include "pnMessage/plSDLModifierMsg.h"
#include "pnMessage/plAttachMsg.h"
#include "pnMessage/plWarpMsg.h"
#include "pnMessage/plCorrectionMsg.h"
#include "pnMessage/plCameraMsg.h"
#include "pnMessage/plPipeResMakeMsg.h"
#include "plMessage/plAvatarMsg.h"
#include "plMessage/plAvatarFootMsg.h"
#include "plMessage/plInputEventMsg.h"
#include "plMessage/plLoadAgeMsg.h"
#include "plMessage/plAnimCmdMsg.h"
#include "plMessage/plListenerMsg.h"
#include "plMessage/plAgeLoadedMsg.h"
#include "plMessage/plParticleUpdateMsg.h"
#include "plMessage/plLoadClothingMsg.h"
#include "plParticleSystem/plParticleSystem.h"
#include "plParticleSystem/plParticleSDLMod.h"
#include "pfMessage/plArmatureEffectMsg.h"
#include "pfMessage/pfKIMsg.h"
#include "plVault/plVault.h"
#include "pnKeyedObject/plFixedKey.h"
#include "pnKeyedObject/plKey.h"
#include "pnKeyedObject/plKeyImp.h"
#include "plDrawable/plInstanceDrawInterface.h"
#include "plDrawable/plDrawableSpans.h"
#include "plSurface/plLayerAnimation.h"
#include "plSurface/hsGMaterial.h"
#include "pnNetCommon/plNetApp.h"
#include "plNetClient/plNetClientMgr.h" // for CCR stuff..
#include "plNetClient/plNetLinkingMgr.h"
#include "plModifier/plSpawnModifier.h"
#include "plPipeline/plDebugText.h"
#include "plResMgr/plKeyFinder.h"
#include "plAudio/plWin32StaticSound.h"
#include "plAudio/plAudioSystem.h"
#include "plNetMessage/plNetMessage.h"
#include "plInputCore/plAvatarInputInterface.h"
#include "plInputCore/plSceneInputInterface.h"
#include "plInputCore/plInputDevice.h"
#include "pfCamera/plVirtualCamNeu.h"
#include "plScene/plRelevanceMgr.h"
#include "plMessage/plSimStateMsg.h"
#include "plGImage/plLODMipmap.h"
#include "plPipeline.h"
#include "plTweak.h"
#include "plDrawable/plVisLOSMgr.h"
int plArmatureModBase::fMinLOD = 0; // standard is 3 levels of LOD
double plArmatureModBase::fLODDistance = 50.0;
plArmatureModBase::plArmatureModBase() :
fWaitFlags(kNeedMesh | kNeedPhysics | kNeedApplicator | kNeedBrainActivation),
fController(nil),
fCurLOD(-1),
fRootAnimator(nil),
fDisabledPhysics(0),
fDisabledDraw(0)
{
}
plArmatureModBase::~plArmatureModBase()
{
delete fController;
while (fUnusedBones.size() > 0)
{
delete fUnusedBones.back();
fUnusedBones.pop_back();
}
}
bool plArmatureModBase::MsgReceive(plMessage* msg)
{
bool result = false;
plArmatureBrain *curBrain = nil;
if (fBrains.size() > 0)
{
curBrain = fBrains.back();
if(curBrain->MsgReceive(msg))
return true;
}
return plAGMasterMod::MsgReceive(msg);
}
void plArmatureModBase::AddTarget(plSceneObject* so)
{
plAGMasterMod::AddTarget(so);
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
}
void plArmatureModBase::RemoveTarget(plSceneObject* so)
{
int count = fBrains.size();
for(int i = count - 1; i >= 0; i--)
{
plArmatureBrain *brain = fBrains[i];
if (brain)
brain->Deactivate();
delete brain;
fBrains.pop_back();
}
plAGMasterMod::RemoveTarget(so);
}
bool plArmatureModBase::IEval(double time, float elapsed, uint32_t dirty)
{
if (IsFinal())
{
if (fBrains.size())
{
plArmatureBrain *curBrain = fBrains.back();
if (curBrain)
{
bool result = curBrain->Apply(time, elapsed);
if (!result)
{
PopBrain();
delete curBrain;
}
}
}
AdjustLOD();
}
else
IFinalize();
return true;
}
void plArmatureModBase::Read(hsStream * stream, hsResMgr *mgr)
{
plAGMasterMod::Read(stream, mgr);
int i;
int meshKeyCount = stream->ReadLE32();
for(i = 0; i < meshKeyCount; i++)
{
plKey meshKey = mgr->ReadKey(stream);
fMeshKeys.push_back(meshKey);
plKeyVector *vec = new plKeyVector;
int boneCount = stream->ReadLE32();
for(int j = 0; j < boneCount; j++)
vec->push_back(mgr->ReadKey(stream));
fUnusedBones.push_back(vec);
}
int nBrains = stream->ReadLE32();
for (i = 0; i < nBrains; i++)
{
plArmatureBrain * brain = (plArmatureBrain *)mgr->ReadCreatable(stream);
this->PushBrain(brain);
}
}
void plArmatureModBase::Write(hsStream *stream, hsResMgr *mgr)
{
plAGMasterMod::Write(stream, mgr);
int i;
int meshKeyCount = fMeshKeys.size();
stream->WriteLE32(meshKeyCount);
for (i = 0; i < meshKeyCount; i++)
{
plKey meshKey = fMeshKeys[i];
mgr->WriteKey(stream, meshKey);
// Should be a list per mesh key
stream->WriteLE32(fUnusedBones[i]->size());
for(int j = 0; j < fUnusedBones[i]->size(); j++)
mgr->WriteKey(stream, (*fUnusedBones[i])[j]);
}
int nBrains = fBrains.size();
stream->WriteLE32(nBrains);
for (i = 0; i < nBrains; i++)
{
mgr->WriteCreatable(stream, fBrains[i]);
}
}
void plArmatureModBase::AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg)
{
if (!CI)
return;
msg->AddReceiver(CI->GetOwnerKey());
for (int i = 0; i < CI->GetNumChildren(); i++)
AddressMessageToDescendants(CI->GetChild(i), msg);
}
void plArmatureModBase::EnableDrawingTree(const plSceneObject *object, bool status)
{
if (!object)
return;
plEnableMsg *msg = new plEnableMsg;
if (status)
msg->SetCmd( plEnableMsg::kEnable );
else
msg->SetCmd( plEnableMsg::kDisable );
msg->SetCmd( plEnableMsg::kDrawable );
const plCoordinateInterface *pCI = object->GetCoordinateInterface();
AddressMessageToDescendants(pCI, msg);
plgDispatch::MsgSend(msg);
}
plKey plArmatureModBase::GetWorldKey() const
{
if (fController)
return fController->GetSubworld();
else
return nil;
}
bool plArmatureModBase::ValidatePhysics()
{
if (!fTarget)
return false;
if (fController)
{
EnablePhysics(true);
fWaitFlags &= ~kNeedPhysics;
}
return !(fWaitFlags & kNeedPhysics);
}
bool plArmatureModBase::ValidateMesh()
{
if (fWaitFlags & kNeedMesh)
{
fWaitFlags &= ~kNeedMesh;
int n = fMeshKeys.size();
for(int i = 0; i < n; i++)
{
plKey meshKey = fMeshKeys[i];
plSceneObject *meshObj = (plSceneObject *)meshKey->GetObjectPtr();
if (!meshObj)
{
fWaitFlags |= kNeedMesh;
break;
}
bool visible = (i == fCurLOD ? true : false);
EnableDrawingTree(meshObj, visible);
}
}
return !(fWaitFlags & kNeedMesh);
}
void plArmatureModBase::PushBrain(plArmatureBrain *brain)
{
plArmatureBrain *oldBrain = GetCurrentBrain();
if (oldBrain)
oldBrain->Suspend();
fBrains.push_back(brain);
// don't activate brains until we are attached to our target
// addTarget will do activation...
if (GetTarget(0))
brain->Activate(this);
DirtySynchState(kSDLAvatar, 0);
}
void plArmatureModBase::PopBrain()
{
plArmatureBrain *oldBrain = nil;
if (fBrains.size() > 0)
{
oldBrain = fBrains.back();
oldBrain->Deactivate();
fBrains.pop_back();
}
plArmatureBrain *newBrain = GetCurrentBrain();
if (newBrain)
newBrain->Resume();
DirtySynchState(kSDLAvatar, 0);
}
plArmatureBrain *plArmatureModBase::GetCurrentBrain() const
{
plArmatureBrain *result = nil;
if (fBrains.size() > 0)
result = fBrains.back();
return result;
}
plDrawable *plArmatureModBase::FindDrawable() const
{
if (fMeshKeys[0] == nil)
return nil;
plSceneObject *so = plSceneObject::ConvertNoRef(fMeshKeys[0]->ObjectIsLoaded());
if (so == nil)
return nil;
const plDrawInterface *di = so->GetDrawInterface();
if (di && di->GetNumDrawables() > 0)
{
plDrawable *spans = plDrawable::ConvertNoRef(di->GetDrawable(0));
if (spans)
return spans;
}
const plInstanceDrawInterface *idi = plInstanceDrawInterface::ConvertNoRef(di);
if (idi)
return idi->GetInstanceDrawable();
return nil;
}
void plArmatureModBase::LeaveAge()
{
int nBrains = fBrains.size();
for (int i = nBrains - 1; i >= 0; i--)
{
plArmatureBrain * curBrain = fBrains[i];
if (curBrain->LeaveAge())
{
if (curBrain == GetCurrentBrain())
{
PopBrain();
delete curBrain;
}
}
}
}
bool plArmatureModBase::IsFinal()
{
return !fWaitFlags;
}
void plArmatureModBase::AdjustLOD()
{
if (!IsDrawEnabled())
return;
hsPoint3 camPos = plVirtualCam1::Instance()->GetCameraPos();
plSceneObject * SO = GetTarget(0);
if (SO)
{
hsMatrix44 l2w = SO->GetLocalToWorld();
hsPoint3 ourPos = l2w.GetTranslate();
hsPoint3 delta = ourPos - camPos;
float distanceSquared = delta.MagnitudeSquared();
if (distanceSquared < fLODDistance * fLODDistance)
SetLOD(max(0, fMinLOD));
else if (distanceSquared < fLODDistance * fLODDistance * 4.0)
SetLOD(max(1, fMinLOD));
else
SetLOD(2);
}
}
// Should always be called from AdjustLOD
bool plArmatureModBase::SetLOD(int iNewLOD)
{
if (iNewLOD >= fMeshKeys.size())
iNewLOD = fMeshKeys.size() - 1;
int oldLOD = fCurLOD;
if (iNewLOD != fCurLOD)
{
int oldLOD = fCurLOD;
if(fMeshKeys.size() > iNewLOD)
{
if (fCurLOD != -1)
{
plSceneObject * oldMesh = (plSceneObject *)fMeshKeys[oldLOD]->GetObjectPtr();
EnableDrawingTree(oldMesh, false);
}
else
{
// just starting up; turn all except current off
for (int i = 0; i < fMeshKeys.size(); i++)
{
if (i != iNewLOD)
{
plKey offKey = fMeshKeys[i];
plSceneObject * offMesh = (plSceneObject *)offKey->GetObjectPtr();
EnableDrawingTree(offMesh, false);
}
}
}
fCurLOD = iNewLOD;
plSceneObject * newMesh = (plSceneObject *)fMeshKeys[fCurLOD]->GetObjectPtr();
EnableDrawingTree(newMesh, true);
int boneLOD;
for (boneLOD = 0; boneLOD < fMeshKeys.size(); boneLOD++)
IEnableBones(boneLOD, boneLOD <= iNewLOD ? false: true);
}
}
return oldLOD;
}
void plArmatureModBase::RefreshTree()
{
fCurLOD = -1;
AdjustLOD();
}
int plArmatureModBase::AppendMeshKey(plKey meshKey)
{
fMeshKeys.push_back(meshKey);
return fMeshKeys.size() - 1;
}
int plArmatureModBase::AppendBoneVec(plKeyVector *boneVec)
{
fUnusedBones.push_back(boneVec);
return fUnusedBones.size() - 1;
}
uint8_t plArmatureModBase::GetNumLOD() const
{
return fMeshKeys.size();
}
void plArmatureModBase::EnablePhysics(bool status, uint16_t reason /* = kDisableReasonUnknown */)
{
if (status)
fDisabledPhysics &= ~reason;
else
fDisabledPhysics |= reason;
bool newStatus = !fDisabledPhysics;
if (fController)
fController->Enable(newStatus);
}
//
// Enabling Kinematics (state=true) will have the affect of:
// - disabling outside forces (gravity and other physics objects pushing us)
// - but leave on collisions with detector regions
// Disabling Kinematics (state=false) means:
// - all outside forces will affect us and collisions on
// i.e. normal enabled physical
void plArmatureModBase::EnablePhysicsKinematic(bool status)
{
EnablePhysics(!status, kDisableReasonKinematic);
}
void plArmatureModBase::EnableDrawing(bool status, uint16_t reason /* = kDisableReasonUnknown */)
{
bool oldStatus = !fDisabledDraw;
if (status)
fDisabledDraw &= ~reason;
else
fDisabledDraw |= reason;
bool newStatus = !fDisabledDraw;
if (oldStatus == newStatus)
return;
int i;
for (i = 0; i < fMeshKeys.size(); i++)
{
plSceneObject *obj = plSceneObject::ConvertNoRef(fMeshKeys[i]->ObjectIsLoaded());
if (obj)
EnableDrawingTree(obj, newStatus);
}
if (status)
fCurLOD = -1; // We just enabled all LOD. Need to force ourselves to recompute current LOD
}
void plArmatureModBase::IFinalize()
{
if (fWaitFlags & kNeedMesh)
ValidateMesh();
if (fWaitFlags & kNeedPhysics)
ValidatePhysics();
if (fWaitFlags & kNeedApplicator)
ICustomizeApplicator();
if (fWaitFlags & kNeedBrainActivation)
{
int nBrains = fBrains.size();
for (int i = 0; i < nBrains; i++)
{
// every brain gets activated, but all except the top brain
// also get suspended when the one above them is activated.
if (i > 0)
fBrains[i - 1]->Suspend();
fBrains[i]->Activate(this);
}
fWaitFlags &= ~kNeedBrainActivation;
}
}
void plArmatureModBase::ICustomizeApplicator()
{
const plAGModifier *agMod = plAGModifier::ConvertNoRef(FindModifierByClass(GetTarget(0), plAGModifier::Index()));
if (agMod)
{
plAGApplicator *app = agMod->GetApplicator(kAGPinTransform);
if (app)
{
plMatrixDifferenceApp *differ = plMatrixDifferenceApp::ConvertNoRef(app);
if (differ)
{
fRootAnimator = differ;
fWaitFlags &= ~kNeedApplicator;
return; // already there
}
}
plAGModifier *volAGMod = const_cast(agMod);
plMatrixDifferenceApp *differ = new plMatrixDifferenceApp();
fRootAnimator = differ;
volAGMod->SetApplicator(differ);
differ->Enable(false);
fWaitFlags &= ~kNeedApplicator;
}
}
void plArmatureModBase::IEnableBones(int lod, bool enable)
{
if (lod < fUnusedBones.size())
{
plKeyVector *vec = fUnusedBones[lod];
int i;
for (i = 0; i < vec->size(); i++)
((plAGModifier *)(*vec)[i]->GetObjectPtr())->Enable(enable);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
const char *plArmatureMod::BoneStrings[] = {"Male", "Female", "Critter", "Actor"};
float plArmatureMod::fMouseTurnSensitivity = 1.f;
bool plArmatureMod::fClickToTurn = true;
void plArmatureMod::IInitDefaults()
{
fBoneRootAnimator = nil;
fRootAGMod = nil;
fFootSoundSOKey = nil;
fLinkSoundSOKey = nil;
fBodyType = kBoneBaseMale;
fClothingOutfit = nil;
fClothingSDLMod = nil;
fAvatarSDLMod = nil;
fAvatarPhysicalSDLMod = nil;
fEffects = nil;
fDebugOn = false;
fBoneMap = nil;
fStealthMode = plAvatarStealthModeMsg::kStealthVisible;
fStealthLevel = 0;
fMouseFrameTurnStrength = 0.f;
fSuspendInputCount = 0;
fIsLinkedIn = false;
fMidLink = false;
fAlreadyPanicLinking = false;
fReverseFBOnIdle = false;
fFollowerParticleSystemSO = nil;
fPendingSynch = false;
fOpaque = true;
fPhysHeight = 0.f;
fPhysWidth = 0.f;
fUpdateMsg = nil;
fRootName = plString::Null;
fDontPanicLink = false;
fBodyAgeName = "GlobalAvatars";
fBodyFootstepSoundPage = "Audio";
fAnimationPrefix = "Male";
fUserStr = "";
}
plArmatureMod::plArmatureMod() : plArmatureModBase()
{
IInitDefaults();
fWaitFlags |= kNeedAudio | kNeedCamera | kNeedSpawn;
}
plArmatureMod::~plArmatureMod()
{
delete fBoneMap;
if (fUpdateMsg)
fUpdateMsg->UnRef();
}
void plArmatureMod::SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation)
{
const plCoordinateInterface* subworldCI = nil;
if (fController)
subworldCI = fController->GetSubworldCI();
hsMatrix44 l2w, w2l;
// If we need the position or rotation, grab it from the avatar
if (!position || !rotation)
{
// Get the current position of the avatar in sim space
hsMatrix44 avatarL2S = GetTarget(0)->GetLocalToWorld();
if (subworldCI)
avatarL2S = subworldCI->GetWorldToLocal() * avatarL2S;
if (!rotation)
l2w = avatarL2S;
else
rotation->MakeMatrix(&l2w);
if (!position)
{
hsPoint3 simPos;
avatarL2S.GetTranslate(&simPos);
l2w.SetTranslate(&simPos);
}
else
l2w.SetTranslate(position);
}
else
{
rotation->MakeMatrix(&l2w);
l2w.SetTranslate(position);
}
// We've got the requested position of the avatar in subworld space, convert
// it to world space if necessary
if (subworldCI)
l2w = subworldCI->GetLocalToWorld() * l2w;
l2w.GetInverse(&w2l);
GetTarget(0)->SetTransform(l2w, w2l);
GetTarget(0)->FlushTransform();
}
void plArmatureMod::GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation)
{
hsMatrix44 l2s = GetTarget(0)->GetLocalToWorld();
if (fController)
{
const plCoordinateInterface* subworldCI = fController->GetSubworldCI();
if (subworldCI)
l2s = subworldCI->GetWorldToLocal() * l2s;
if (position)
l2s.GetTranslate(position);
if (rotation)
rotation->SetFromMatrix(&l2s);
}
}
const plSceneObject *plArmatureMod::FindBone(const plString & name) const
{
plSceneObject *result = nil;
plAGModifier * mod = GetChannelMod(name);
if (mod)
result = mod->GetTarget(0);
return result;
}
const plSceneObject *plArmatureMod::FindBone(uint32_t id) const
{
if(fBoneMap)
return fBoneMap->FindBone(id);
else
return nil;
}
void plArmatureMod::AddBoneMapping(uint32_t id, const plSceneObject *bone)
{
if(!fBoneMap)
fBoneMap = new plAvBoneMap();
fBoneMap->AddBoneMapping(id, bone);
}
void plArmatureMod::WindowActivate(bool active)
{
if (!active) // We don't want the avatar to move while we don't have focus
{
if (!plAvatarMgr::GetInstance())
return;
plArmatureMod *localAv = plAvatarMgr::GetInstance()->GetLocalAvatar();
if (localAv)
localAv->ClearInputFlags(true, true);
}
}
plString plArmatureMod::fSpawnPointOverride;
void plArmatureMod::SetSpawnPointOverride(const plString &overrideObjName)
{
fSpawnPointOverride = overrideObjName.ToLower();
}
int plArmatureMod::IFindSpawnOverride()
{
if (fSpawnPointOverride.IsEmpty())
return -1;
int i;
plAvatarMgr *mgr = plAvatarMgr::GetInstance();
for (i = 0; i < mgr->NumSpawnPoints(); i++)
{
const plString &name = mgr->GetSpawnPoint(i)->GetTarget(0)->GetKeyName();
if (name.Find(fSpawnPointOverride, plString::kCaseInsensitive) >= 0)
return i; // Found it!
}
return -1;
}
void plArmatureMod::Spawn(double timeNow)
{
plAvatarMgr *mgr = plAvatarMgr::GetInstance();
int numSpawnPoints = mgr->NumSpawnPoints();
int spawnNum = IFindSpawnOverride();
if( spawnNum == -1 )
{
spawnNum = plAvatarMgr::GetInstance()->FindSpawnPoint( "LinkInPointDefault" );
if( spawnNum == -1 )
{
spawnNum = plNetClientApp::GetInstance()->GetJoinOrder();
}
}
hsAssert(numSpawnPoints, "No spawn points! You are about to crash!");
if ( numSpawnPoints )
spawnNum %= numSpawnPoints;
ValidatePhysics();
SpawnAt(spawnNum, timeNow);
}
void plArmatureMod::SpawnAt(int spawnNum, double time)
{
plAvatarMgr *mgr = plAvatarMgr::GetInstance();
const plSpawnModifier * spawn = mgr->GetSpawnPoint(spawnNum);
hsMatrix44 l2w;
hsMatrix44 w2l;
if ( spawn )
{
const plSceneObject * spawnObj = spawn->GetTarget(0);
l2w = spawnObj->GetLocalToWorld();
w2l = spawnObj->GetWorldToLocal();
}
if (fController)
fController->ResetAchievedLinearVelocity();
plCoordinateInterface* ci = (plCoordinateInterface*)GetTarget(0)->GetCoordinateInterface();
l2w.RemoveScale();
w2l.RemoveScale();
ci->SetTransform(l2w, w2l);
ci->FlushTransform();
if (plVirtualCam1::Instance())
plVirtualCam1::Instance()->SetCutNextTrans();
if (GetFollowerParticleSystemSO())
{
// Since particles are in world space, if we've got some surrounding us, we've got to translate them to compensate for our warp.
plParticleSystem *sys = const_cast(plParticleSystem::ConvertNoRef(GetFollowerParticleSystemSO()->GetModifierByType(plParticleSystem::Index())));
if (sys)
{
hsPoint3 trans = l2w.GetTranslate() - GetTarget(0)->GetLocalToWorld().GetTranslate();
sys->TranslateAllParticles(trans);
}
}
int nBrains = fBrains.size();
for (int i = 0; i < nBrains; i++)
{
plArmatureBrain * curBrain = fBrains[i];
curBrain->Spawn(time);
}
fWaitFlags &= ~kNeedSpawn;
plAvatarSpawnNotifyMsg *notify = new plAvatarSpawnNotifyMsg();
notify->SetTimeStamp(hsTimer::GetSysSeconds() + 0.1);
notify->SetBCastFlag(plMessage::kBCastByExactType);
notify->Send();
EnablePhysics(true);
}
void plArmatureMod::SetFollowerParticleSystemSO(plSceneObject *follower)
{
// TODO: Check for old one and clean up.
hsPoint3 trans = GetTarget(0)->GetLocalToWorld().GetTranslate() - follower->GetLocalToWorld().GetTranslate();
plWarpMsg *warp = new plWarpMsg(GetKey(), follower->GetKey(), plWarpMsg::kFlushTransform | plWarpMsg::kZeroVelocity,
GetTarget(0)->GetLocalToWorld());
warp->Send();
hsgResMgr::ResMgr()->AddViaNotify(follower->GetKey(), new plAttachMsg(GetTarget(0)->GetKey(), nil, plRefMsg::kOnRequest), plRefFlags::kActiveRef);
fFollowerParticleSystemSO = follower;
plParticleSystem *sys = const_cast(plParticleSystem::ConvertNoRef(follower->GetModifierByType(plParticleSystem::Index())));
if (sys)
{
sys->fMiscFlags |= plParticleSystem::kParticleSystemAlwaysUpdate;
sys->TranslateAllParticles(trans);
sys->SetAttachedToAvatar(true);
}
}
plSceneObject *plArmatureMod::GetFollowerParticleSystemSO()
{
return fFollowerParticleSystemSO;
}
void plArmatureMod::RegisterForBehaviorNotify(plKey key)
{
if (fNotifyKeys.Find(key) == fNotifyKeys.kMissingIndex)
fNotifyKeys.Append(key);
}
void plArmatureMod::UnRegisterForBehaviorNotify(plKey key)
{
fNotifyKeys.RemoveItem(key);
}
void plArmatureMod::IFireBehaviorNotify(uint32_t type, bool behaviorStart)
{
if (fNotifyKeys.GetCount() > 0)
{
plAvatarBehaviorNotifyMsg *msg = new plAvatarBehaviorNotifyMsg();
msg->SetSender(GetKey());
msg->AddReceivers(fNotifyKeys);
msg->fType = type;
msg->state = behaviorStart;
msg->Send();
}
}
void plArmatureMod::EnterAge(bool reSpawn)
{
fMidLink = false;
fAlreadyPanicLinking = false;
EnablePhysics(true, kDisableReasonLinking);
ValidatePhysics();
// force regions to send an update whenever we enter an age
fOldRegionsICareAbout.Clear();
fOldRegionsImIn.Clear();
if (GetFollowerParticleSystemSO())
{
const plParticleSystem *sys = plParticleSystem::ConvertNoRef(GetFollowerParticleSystemSO()->GetModifierByType(plParticleSystem::Index()));
hsAssert(sys, "We have a particle system SO, but no system?");
if (sys)
{
// Need to tell other clients about this
plLoadCloneMsg *clone = new plLoadCloneMsg(GetFollowerParticleSystemSO()->GetKey(), plAvatarMgr::GetInstance()->GetKey(), GetKey()->GetUoid().GetClonePlayerID(), true);
clone->SetBCastFlag(plMessage::kLocalPropagate, false);
clone->Send();
GetFollowerParticleSystemSO()->DirtySynchState(plParticleSDLMod::kStrNumParticles, plSynchedObject::kBCastToClients);
}
}
ClearInputFlags(true, false);
if (reSpawn)
fWaitFlags |= kNeedSpawn;
// In case we personal age linked out of a situation and didn't properly
// re-enable input...
plAvatarInputInterface::GetInstance()->EnableForwardMovement(true);
plAvatarInputInterface::GetInstance()->EnableJump(true);
while (fSuspendInputCount > 0)
ResumeInput();
plAvatarInputInterface::GetInstance()->EnableMouseMovement();
}
void plArmatureMod::LeaveAge()
{
plArmatureModBase::LeaveAge();
fMidLink = true;
if (fController)
{
fController->LeaveAge();
}
if (GetFollowerParticleSystemSO())
{
// Need to tell other clients to remove this
plLoadCloneMsg *clone = new plLoadCloneMsg(GetFollowerParticleSystemSO()->GetKey(), plAvatarMgr::GetInstance()->GetKey(), GetKey()->GetUoid().GetClonePlayerID(), false);
clone->SetBCastFlag(plMessage::kLocalPropagate, false);
clone->Send();
}
GetArmatureEffects()->ResetEffects();
ClearInputFlags(true, false);
}
void plArmatureMod::PanicLink(bool playLinkOutAnim /* = true */)
{
// console override... just go back to the beginning
if (fDontPanicLink)
{
Spawn(0.f);
return;
}
if (fAlreadyPanicLinking)
return;
fAlreadyPanicLinking = true;
plNetApp::StaticDebugMsg("plArmatureMod::PanicLink()");
// make the player book blink as they are linking out
pfKIMsg *msg = new pfKIMsg( pfKIMsg::kStartBookAlert );
plgDispatch::MsgSend( msg );
// Can't depend on the anim to link if the human brain isn't ready to deal with it
plAvBrainHuman *brain = plAvBrainHuman::ConvertNoRef(GetCurrentBrain());
// If things break then uncomment the code below
if (!brain)// || brain->IsRunningTask())
playLinkOutAnim = false;
if (playLinkOutAnim)
{
plAvOneShotLinkTask *task = new plAvOneShotLinkTask;
plString animName = MakeAnimationName("FallingLinkOut");
task->SetAnimName(animName);
task->SetMarkerName("touch");
plAvTaskMsg *taskMsg = new plAvTaskMsg(GetKey(), GetKey(), task);
taskMsg->Send();
}
else
{
EnablePhysics(false, plArmatureMod::kDisableReasonLinking);
ILinkToPersonalAge();
}
}
void plArmatureMod::PersonalLink()
{
// Can't depend on the anim to link if the human brain isn't ready to deal with it
plAvBrainHuman *brain = plAvBrainHuman::ConvertNoRef(GetCurrentBrain());
if (!brain || brain->IsRunningTask())
ILinkToPersonalAge();
else
{
plAvOneShotLinkTask *task = new plAvOneShotLinkTask;
plString animName = MakeAnimationName("PersonalLink");
task->SetAnimName(animName);
task->SetMarkerName("touch");
plAvTaskMsg *taskMsg = new plAvTaskMsg(GetKey(), GetKey(), task);
taskMsg->SetBCastFlag(plMessage::kNetPropagate);
taskMsg->Send();
}
}
bool plArmatureMod::MsgReceive(plMessage* msg)
{
bool result = false;
plArmatureBrain *curBrain = nil;
if (fBrains.size() > 0)
{
curBrain = fBrains.back();
if(curBrain->MsgReceive(msg))
return true;
}
plAvatarInputStateMsg *aisMsg = plAvatarInputStateMsg::ConvertNoRef(msg);
if (aisMsg)
{
IHandleInputStateMsg(aisMsg);
return true;
}
plControlEventMsg *control = plControlEventMsg::ConvertNoRef(msg);
if(control)
{
IHandleControlMsg(control);
return true;
}
plCorrectionMsg *corMsg = plCorrectionMsg::ConvertNoRef(msg);
if (corMsg)
{
hsMatrix44 correction = corMsg->fWorldToLocal * GetTarget(0)->GetLocalToWorld();
if (fBoneRootAnimator)
fBoneRootAnimator->SetCorrection(correction);
}
plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef(msg);
if (refMsg)
{
plClothingOutfit *outfit = plClothingOutfit::ConvertNoRef(refMsg->GetRef());
if (outfit)
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
fClothingOutfit = outfit;
fClothingOutfit->fAvatar = this;
plgDispatch::Dispatch()->RegisterForExactType(plPipeRTMakeMsg::Index(), fClothingOutfit->GetKey());
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
if (fClothingOutfit)
plgDispatch::Dispatch()->UnRegisterForExactType(plPipeRTMakeMsg::Index(), fClothingOutfit->GetKey());
fClothingOutfit = nil;
outfit->fAvatar = nil;
}
return true;
}
plArmatureEffectsMgr *effects = plArmatureEffectsMgr::ConvertNoRef(refMsg->GetRef());
if (effects)
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
fEffects = effects;
fEffects->fArmature = this;
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
fEffects->fArmature = nil;
fEffects = nil;
}
return true;
}
plSceneObject *so = plSceneObject::ConvertNoRef(refMsg->GetRef());
if (so)
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
fClothToSOMap.ExpandAndZero(refMsg->fWhich + 1);
fClothToSOMap[refMsg->fWhich] = so;
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
fClothToSOMap[refMsg->fWhich] = nil;
}
return true;
}
}
if (fEffects)
{
plArmatureEffectMsg *aeMsg = plArmatureEffectMsg::ConvertNoRef(msg);
plArmatureEffectStateMsg *aesMsg = plArmatureEffectStateMsg::ConvertNoRef(msg);
if (aeMsg || aesMsg)
return fEffects->MsgReceive(msg);
}
plAttachMsg *aMsg = plAttachMsg::ConvertNoRef(msg);
if (aMsg)
{
GetTarget(0)->MsgReceive(aMsg);
return true;
}
plEnableMsg *enMsg = plEnableMsg::ConvertNoRef(msg);
if(enMsg && enMsg->Type(plEnableMsg::kDrawable))
{
bool enable = enMsg->Cmd(plEnableMsg::kEnable);
bool disable = enMsg->Cmd(plEnableMsg::kDisable);
hsAssert(enable != disable, "Conflicting or missing commands to enable message");
if(enable != disable)
EnableDrawing(enable);
return true;
}
if(enMsg && enMsg->Cmd(plEnableMsg::kPhysical))
{
EnablePhysics( enMsg->Cmd(plEnableMsg::kEnable));
}
plAvatarOpacityCallbackMsg *opacMsg = plAvatarOpacityCallbackMsg::ConvertNoRef(msg);
if (opacMsg)
{
plLayerLinkAnimation *linkAnim = IFindLayerLinkAnim();
if (linkAnim)
{
bool trans = (linkAnim->GetTimeConvert().CurrentAnimTime() != 0.f);
ISetTransparentDrawOrder(trans);
}
return true;
}
plAvatarPhysicsEnableCallbackMsg *epMsg = plAvatarPhysicsEnableCallbackMsg::ConvertNoRef(msg);
if (epMsg)
{
EnablePhysics(true);
return true;
}
plAvatarStealthModeMsg *stealthMsg = plAvatarStealthModeMsg::ConvertNoRef(msg);
if (stealthMsg && stealthMsg->GetSender() == GetTarget(0)->GetKey() &&
(stealthMsg->fLevel != fStealthLevel || stealthMsg->fMode != fStealthMode))
{
fStealthMode = stealthMsg->fMode;
fStealthLevel = (stealthMsg->fMode == plAvatarStealthModeMsg::kStealthVisible) ? 0 : stealthMsg->fLevel;
if (fStealthMode == plAvatarStealthModeMsg::kStealthCloaked)
{
if (fUpdateMsg)
fUpdateMsg->SetInvis(true);
}
else
{
if (fUpdateMsg)
fUpdateMsg->SetInvis(false);
}
if (fEffects)
fEffects->MsgReceive(stealthMsg);
if (stealthMsg->fMode == plAvatarStealthModeMsg::kStealthCloaked)
EnableDrawing(false, kDisableReasonCCR);
else
EnableDrawing(true, kDisableReasonCCR);
DirtySynchState(kSDLAvatar, 0); // changed invisibility state
plNetApp::StaticDebugMsg("ArmatureMod: rcvd avatarStealth msg, cloaked=%d", stealthMsg->fMode == plAvatarStealthModeMsg::kStealthCloaked);
return true;
}
plParticleTransferMsg *partMsg = plParticleTransferMsg::ConvertNoRef(msg);
if (partMsg)
{
// First, do we have the system?
plSceneObject *dstSysSO = GetFollowerParticleSystemSO();
if (!dstSysSO || ((plKeyImp*)dstSysSO->GetKey())->GetCloneOwner() != partMsg->fSysSOKey)
{
// Need to clone and resend.
if (plNetClientApp::GetInstance()->GetLocalPlayer() != GetTarget(0))
return true; // Only the local player can create the clone.
// Clone is sent to all players.
plLoadCloneMsg *cloneMsg = new plLoadCloneMsg(partMsg->fSysSOKey->GetUoid(), plAvatarMgr::GetInstance()->GetKey(), GetKey()->GetUoid().GetClonePlayerID());
cloneMsg->SetTriggerMsg(partMsg);
cloneMsg->SetBCastFlag(plMessage::kNetForce);
cloneMsg->Send();
// Expect to receive a clone message later. Return for now.
return true;
}
else
{
plParticleSystem *dstSys = const_cast(plParticleSystem::ConvertNoRef(dstSysSO->GetModifierByType(plParticleSystem::Index())));
if (dstSys)
{
// Got the system. Time to steal particles!
plParticleSystem *srcSys = nil;
plSceneObject *srcSysSO = plSceneObject::ConvertNoRef(partMsg->fSysSOKey->ObjectIsLoaded());
if (srcSysSO)
srcSys = const_cast(plParticleSystem::ConvertNoRef(srcSysSO->GetModifierByType(plParticleSystem::Index())));
// A nil source system is ok. It just won't copy anything.
int numToGen = partMsg->fNumToTransfer - dstSys->StealParticlesFrom(srcSys, partMsg->fNumToTransfer);
if (numToGen > 0)
{
dstSys->GenerateParticles(numToGen);
}
}
return true;
}
}
plLoadAvatarMsg *avLoadMsg = plLoadAvatarMsg::ConvertNoRef(msg);
if (avLoadMsg)
{
bool isPlayer = avLoadMsg->GetIsPlayer();
if (!isPlayer)
plgDispatch::Dispatch()->UnRegisterForExactType(plAgeLoadedMsg::Index(), GetKey());
// see if we're being spawned explictly
plKey spawnPoint = avLoadMsg->GetSpawnPoint();
if (spawnPoint)
{
hsKeyedObject * spawnKO = spawnPoint->ObjectIsLoaded();
if (spawnKO)
{
plSceneObject * spawnSO = plSceneObject::ConvertNoRef(spawnKO);
if(spawnSO)
{
hsMatrix44 l2w = spawnSO->GetLocalToWorld();
plWarpMsg *warpM = new plWarpMsg(nil, GetTarget(0)->GetKey(), plWarpMsg::kFlushTransform, l2w);
warpM->Send();
fWaitFlags &= ~kNeedSpawn;
}
}
}
// We also want to use the trigger msg when loading an avatar
MsgReceive(avLoadMsg->GetTriggerMsg());
return true;
}
plLoadCloneMsg *cloneMsg = plLoadCloneMsg::ConvertNoRef(msg);
if (cloneMsg)
{
if (cloneMsg->GetIsLoading())
{
plSceneObject *so = plSceneObject::ConvertNoRef(cloneMsg->GetCloneKey()->ObjectIsLoaded());
if (so)
{
so->SetSynchFlagsBit(plSynchedObject::kAllStateIsVolatile);
plParticleSystem *sys = const_cast(plParticleSystem::ConvertNoRef(so->GetModifierByType(plParticleSystem::Index())));
hsAssert(sys, "Modifier not loaded yet.");
if (sys)
{
sys->DisableGenerators();
sys->MsgReceive(cloneMsg); // Let the system know to finish its init stuff
SetFollowerParticleSystemSO(so);
if (!plNetClientApp::GetInstance()->IsLoadingInitialAgeState())
{
// Just happened. Redirect the trigger and transfer the particles
MsgReceive(cloneMsg->GetTriggerMsg());
}
// otherwise we'll get SDL state about it and handle it in plParticleSDLMod
return true;
}
}
}
else
{
if (cloneMsg->GetCloneKey() == GetFollowerParticleSystemSO()->GetKey())
{
SetFollowerParticleSystemSO(nil);
return true;
}
}
}
plLoadClothingMsg *clothingMsg = plLoadClothingMsg::ConvertNoRef(msg);
if (clothingMsg)
{
// We got a clothing file and are supposed to load our avatar from it.
// Let's tell our outfit to do so!
fClothingOutfit->SetClothingFile(clothingMsg->GetClothingFile());
return true;
}
plLinkEffectBCMsg *linkBCMsg = plLinkEffectBCMsg::ConvertNoRef(msg);
if (linkBCMsg)
{
if (GetTarget(0)->GetKey() == linkBCMsg->fLinkKey)
{
if (linkBCMsg->HasLinkFlag(plLinkEffectBCMsg::kLeavingAge))
{
fMidLink = true;
IFireBehaviorNotify(plHBehavior::kBehaviorTypeLinkOut, true);
}
else
IFireBehaviorNotify(plHBehavior::kBehaviorTypeLinkIn, true);
}
return true;
}
plLinkInDoneMsg *doneMsg = plLinkInDoneMsg::ConvertNoRef(msg);
if (doneMsg)
{
fIsLinkedIn = true;
IFireBehaviorNotify(plHBehavior::kBehaviorTypeLinkIn, false);
return true;
}
plAgeLoadedMsg *ageLoadMsg = plAgeLoadedMsg::ConvertNoRef(msg);
if (ageLoadMsg)
{
if (ageLoadMsg->fLoaded)
// only the local player gets these
NetworkSynch(hsTimer::GetSysSeconds(), true);
else
fIsLinkedIn = false;
return true;
}
plAgeLoaded2Msg *agePreLoadMsg = plAgeLoaded2Msg::ConvertNoRef(msg);
if (agePreLoadMsg)
{
// all the age data is loaded -- add our physical controller to the age
ValidatePhysics();
EnablePhysics(true);
return true;
}
plAnimCmdMsg *cmdMsg = plAnimCmdMsg::ConvertNoRef(msg);
if (cmdMsg)
{
hsAssert(false, "Illegal use of plAnimCmdMsg on an avatar.");
return true;
}
plSubWorldMsg* subMsg = plSubWorldMsg::ConvertNoRef(msg);
if (subMsg)
{
if (fController)
{
fController->SetSubworld(subMsg->fWorldKey);
DirtySynchState(kSDLAvatar, plSynchedObject::kBCastToClients);
}
return true;
}
return plAGMasterMod::MsgReceive(msg);
}
bool plArmatureMod::IHandleControlMsg(plControlEventMsg* pMsg)
{
// Slight change in design here...
// Avatar input control messages are only sent locally.
// When things change (that a remote client would care about),
// we call SynchInputState and that sends off the bit vector
// for the state of all avatar input controls.
//
// This means a remote player will only know which controls are
// active at a certain point. It might miss a particular keypress.
// Don't rely on them receiving it.
if (fSuspendInputCount > 0)
{
fQueuedCtrlMessages.push_back(pMsg);
pMsg->Ref();
}
else
{
ControlEventCode moveCode = pMsg->GetControlCode();
bool flagChanged = false;
if(pMsg->ControlActivated())
{
if (moveCode == B_CONTROL_TURN_TO && fClickToTurn)
{
#if 0
// This will do an LOS and call TurnToPoint()
plSceneInputInterface::GetInstance()->RequestAvatarTurnToPointLOS();
#else
plVisHit hit;
if( plVisLOSMgr::Instance()->CursorCheck(hit) )
TurnToPoint(hit.fPos);
#endif
return true;
}
// This control is intended for turning while walking/running.
// It is never net propagated. We just flag our physics state
// as dirty, and let the physics synch (with dead reckoning) handle it.
if (moveCode == A_CONTROL_TURN)
{
// Filter out the messages that are just the mouse recentering
if (pMsg->GetPct() < 0.4 && pMsg->GetPct() > -0.4)
{
fMouseFrameTurnStrength += pMsg->GetPct() * fMouseTurnSensitivity;
SynchIfLocal(hsTimer::GetSysSeconds(), false);
}
}
if (!GetInputFlag( moveCode ) )
{
SetInputFlag( moveCode, true );
flagChanged = true;
if (moveCode == B_CONTROL_JUMP)
SetInputFlag(B_CONTROL_CONSUMABLE_JUMP, true);
if(plNetClientMgr::GetInstance()->AmCCR())
{
// special case for clipping: synch every key change
SynchIfLocal( hsTimer::GetSysSeconds(), false);
}
}
} else {
if ( GetInputFlag( moveCode ) )
{
SetInputFlag( moveCode, false );
flagChanged = true;
if (fReverseFBOnIdle && (moveCode == B_CONTROL_MOVE_FORWARD || moveCode == B_CONTROL_MOVE_BACKWARD))
{
if (!GetInputFlag(B_CONTROL_MOVE_FORWARD) && !GetInputFlag(B_CONTROL_MOVE_BACKWARD))
SetInputFlag(B_CONTROL_LADDER_INVERTED, true);
}
}
}
if (flagChanged && plAvatarInputStateMsg::IsCodeInMap(moveCode))
SynchInputState();
}
return true;
}
void plArmatureMod::IHandleInputStateMsg(plAvatarInputStateMsg *msg)
{
int i;
uint32_t curBit;
for (i = 0, curBit = 0x1; i < plAvatarInputStateMsg::fMapSize; i++, curBit <<= 1)
{
SetInputFlag(msg->fCodeMap[i], msg->fState & curBit);
}
}
void plArmatureMod::SynchInputState(uint32_t rcvID /* = kInvalidPlayerID */)
{
if (plAvatarMgr::GetInstance()->GetLocalAvatar() != this)
return;
plAvatarInputStateMsg *msg = new plAvatarInputStateMsg();
int i;
uint32_t curBit;
for (i = 0, curBit = 0x1; i < plAvatarInputStateMsg::fMapSize; i++, curBit <<= 1)
{
if (GetInputFlag(msg->fCodeMap[i]))
msg->fState |= curBit;
}
msg->AddReceiver(GetKey());
msg->SetBCastFlag(plMessage::kNetPropagate);
msg->SetBCastFlag(plMessage::kNetUseRelevanceRegions);
msg->SetBCastFlag(plMessage::kLocalPropagate, false);
msg->SetBCastFlag(plMessage::kNetSendUnreliable, true);
if (rcvID != kInvalidPlayerID)
msg->AddNetReceiver(rcvID);
msg->Send();
}
void plArmatureMod::ILinkToPersonalAge()
{
plNetClientMgr * nc = plNetClientMgr::GetInstance();
plAgeLinkStruct link;
link.GetAgeInfo()->SetAgeFilename( kPersonalAgeFilename );
link.GetAgeInfo()->SetAgeInstanceName( kPersonalAgeInstanceName );
plSpawnPointInfo hutSpawnPoint;
hutSpawnPoint.SetName(kPersonalAgeLinkInPointCloset);
link.SetSpawnPoint(hutSpawnPoint);
link.SetLinkingRules( plNetCommon::LinkingRules::kOriginalBook );
plLinkToAgeMsg* pMsg = new plLinkToAgeMsg( &link );
pMsg->SetLinkInAnimName("PersonalBookEnter");
pMsg->AddReceiver(nc->GetKey());
pMsg->Send();
}
bool plArmatureMod::IEval(double time, float elapsed, uint32_t dirty)
{
if (IsFinal())
{
bool noOverlap = false;
const plArmatureMod *localPlayer = plAvatarMgr::GetInstance()->GetLocalAvatar();
if (plRelevanceMgr::Instance()->GetEnabled() && (localPlayer != nil))
{
// (May decide to update this elsewhere instead.)
plRelevanceMgr::Instance()->SetRegionVectors(GetTarget(0)->GetLocalToWorld().GetTranslate(), fRegionsImIn, fRegionsICareAbout);
if (localPlayer != this)
{
if (!fRegionsImIn.Overlap(localPlayer->fRegionsICareAbout))
{
noOverlap = true;
}
}
else // Bookkeeping for the local player...
{
bool update = false;
if (fOldRegionsICareAbout != fRegionsICareAbout)
{
update = true;
fOldRegionsICareAbout = fRegionsICareAbout;
}
if (fOldRegionsImIn != fRegionsImIn)
{
update = true;
fOldRegionsImIn = fRegionsImIn;
}
if (update)
{
// Send message to the server here.
plNetMsgRelevanceRegions relRegionsNetMsg;
relRegionsNetMsg.SetNetProtocol(kNetProtocolCli2Game);
relRegionsNetMsg.SetRegionsICareAbout(fRegionsICareAbout);
relRegionsNetMsg.SetRegionsImIn(fRegionsImIn);
plNetClientApp::GetInstance()->SendMsg(&relRegionsNetMsg);
}
}
}
if (noOverlap)
{
EnablePhysics(false, kDisableReasonRelRegion);
EnableDrawing(false, kDisableReasonRelRegion);
}
else
{
EnablePhysics(true, kDisableReasonRelRegion);
EnableDrawing(true, kDisableReasonRelRegion);
}
if (fMouseFrameTurnStrength == 0 && GetInputFlag(A_CONTROL_TURN))
SetInputFlag(A_CONTROL_TURN, false);
if (!fMidLink)
plArmatureModBase::IEval(time, elapsed, dirty);
fUpdateMsg->Ref();
fUpdateMsg->Send();
if (fPendingSynch)
NetworkSynch(time, false);
if (fDebugOn)
RefreshDebugDisplay();
fMouseFrameTurnStrength = 0.f; // Processed this frame. Clear it.
// update our attached particle system if necessary
if (GetFollowerParticleSystemSO())
{
plSceneObject* follower = GetFollowerParticleSystemSO();
hsPoint3 trans = GetTarget(0)->GetLocalToWorld().GetTranslate() - follower->GetLocalToWorld().GetTranslate();
if (trans.MagnitudeSquared() > 1) // we can be a bit fuzzy about this, since the particle system is rather large and people won't notice it being off
{
plWarpMsg *warp = new plWarpMsg(GetKey(), follower->GetKey(), plWarpMsg::kFlushTransform | plWarpMsg::kZeroVelocity,
GetTarget(0)->GetLocalToWorld());
warp->Send();
plParticleSystem *sys = const_cast(plParticleSystem::ConvertNoRef(follower->GetModifierByType(plParticleSystem::Index())));
if (sys)
{
sys->fMiscFlags |= plParticleSystem::kParticleSystemAlwaysUpdate;
sys->TranslateAllParticles(trans);
}
}
}
}
else
IFinalize();
return true;
}
void plArmatureMod::AddTarget(plSceneObject* so)
{
plArmatureModBase::AddTarget(so);
plAvatarMgr::GetInstance()->AddAvatar(this); // register for easy lookup
plgDispatch::Dispatch()->RegisterForExactType(plAvatarMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForExactType(plLinkEffectBCMsg::Index(), GetKey());
// all avatars will register for the age loaded message.
// only players need it, but we don't know that we're a player until it's too late to get it.
// non-players will unregister when they learn the truth.
if (IsLocallyOwned())
plgDispatch::Dispatch()->RegisterForExactType(plAgeLoadedMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForType(plAgeLoaded2Msg::Index(), GetKey());
// attach a clothingSDLModifier to handle clothing saveState
delete fClothingSDLMod;
fClothingSDLMod = new plClothingSDLModifier;
fClothingSDLMod->SetClothingOutfit(GetClothingOutfit()); // ok if clothingOutfit is nil at this point
so->AddModifier(fClothingSDLMod);
// add avatar sdl modifier
delete fAvatarSDLMod;
fAvatarSDLMod = new plAvatarSDLModifier;
so->AddModifier(fAvatarSDLMod);
delete fAvatarPhysicalSDLMod;
fAvatarPhysicalSDLMod = new plAvatarPhysicalSDLModifier;
so->AddModifier(fAvatarPhysicalSDLMod);
// At export time, this key will be nil. This is important, or else we'll overwrite the page the key comes from.
if (fFootSoundSOKey != nil)
hsgResMgr::ResMgr()->AddViaNotify(fFootSoundSOKey, new plAttachMsg(so->GetKey(), nil, plRefMsg::kOnRequest), plRefFlags::kActiveRef);
if (fLinkSoundSOKey != nil)
hsgResMgr::ResMgr()->AddViaNotify(fLinkSoundSOKey, new plAttachMsg(so->GetKey(), nil, plRefMsg::kOnRequest), plRefFlags::kActiveRef);
if (fUpdateMsg)
fUpdateMsg->UnRef(); // delete an old one.
fUpdateMsg = new plArmatureUpdateMsg(GetKey(), so->IsLocallyOwned(), true, this);
}
void plArmatureMod::RemoveTarget(plSceneObject* so)
{
if (so)
{
if (fClothingSDLMod)
so->RemoveModifier(fClothingSDLMod);
if (fAvatarSDLMod)
so->RemoveModifier(fAvatarSDLMod);
if (fAvatarPhysicalSDLMod)
so->RemoveModifier(fAvatarPhysicalSDLMod);
}
delete fClothingSDLMod;
fClothingSDLMod = nil;
delete fAvatarSDLMod;
fAvatarSDLMod = nil;
delete fAvatarPhysicalSDLMod;
fAvatarPhysicalSDLMod = nil;
plArmatureModBase::RemoveTarget(so);
}
void plArmatureMod::Write(hsStream *stream, hsResMgr *mgr)
{
// Temporarily going around plArmatureModBase so that we don't
// break format
plAGMasterMod::Write(stream, mgr);
mgr->WriteKey(stream, fMeshKeys[0]);
stream->WriteSafeString(fRootName);
int nBrains = fBrains.size();
stream->WriteLE32(nBrains);
for (int i = 0; i < nBrains; i++)
mgr->WriteCreatable(stream, fBrains[i]);
if (fClothingOutfit == nil)
{
stream->WriteBool( false );
}
else
{
stream->WriteBool( true );
mgr->WriteKey(stream, fClothingOutfit->GetKey());
}
stream->WriteLE32(fBodyType);
if( fEffects == nil )
stream->WriteBool( false );
else
{
stream->WriteBool( true );
mgr->WriteKey(stream, fEffects->GetKey());
}
stream->WriteLEFloat(fPhysHeight);
stream->WriteLEFloat(fPhysWidth);
stream->WriteSafeString(fAnimationPrefix);
stream->WriteSafeString(fBodyAgeName);
stream->WriteSafeString(fBodyFootstepSoundPage);
}
void plArmatureMod::Read(hsStream * stream, hsResMgr *mgr)
{
// Temporarily going around plArmatureModBase so that we don't
// break format
plAGMasterMod::Read(stream, mgr);
fMeshKeys.push_back(mgr->ReadKey(stream));
// read the root name string
fRootName = stream->ReadSafeString();
// read in the brains
int nBrains = stream->ReadLE32();
for (int i = 0; i < nBrains; i++)
{
plArmatureBrain * brain = (plArmatureBrain *)mgr->ReadCreatable(stream);
this->PushBrain(brain);
}
if( stream->ReadBool() )
mgr->ReadKeyNotifyMe(stream, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, -1), plRefFlags::kActiveRef); // plClothingBase
else
fClothingOutfit = nil;
fBodyType = stream->ReadLE32();
if( stream->ReadBool() )
{
plKey effectMgrKey = mgr->ReadKey(stream);
mgr->AddViaNotify(effectMgrKey, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, -1), plRefFlags::kActiveRef); // plArmatureEffects
// Attach the Footstep emitter scene object
hsResMgr *mgr = hsgResMgr::ResMgr();
const plLocation &gLoc = plKeyFinder::Instance().FindLocation(fBodyAgeName, fBodyFootstepSoundPage);
if (gLoc.IsValid())
{
const plUoid &myUoid = GetKey()->GetUoid();
plUoid SOUoid(gLoc, plSceneObject::Index(), "FootstepSoundObject");
fFootSoundSOKey = mgr->FindKey(SOUoid);
if (fFootSoundSOKey)
{
// So it exists... but FindKey won't properly create our clone. So we do.
SOUoid.SetClone(myUoid.GetClonePlayerID(), myUoid.GetCloneID());
fFootSoundSOKey = mgr->ReRegister(plString::Null, SOUoid);
}
// Add the effect to our effects manager
plUoid effectUoid(gLoc, plArmatureEffectFootSound::Index(), "FootstepSounds");
plKey effectKey = mgr->FindKey(effectUoid);
if (effectKey)
{
effectUoid.SetClone(myUoid.GetClonePlayerID(), myUoid.GetCloneID());
effectKey = mgr->ReRegister(plString::Null, effectUoid);
}
if (effectKey != nil)
mgr->AddViaNotify(effectKey, new plGenRefMsg(effectMgrKey, plRefMsg::kOnCreate, -1, -1), plRefFlags::kActiveRef);
// Get the linking sound
plUoid LinkUoid(gLoc, plSceneObject::Index(), "LinkSoundSource");
fLinkSoundSOKey = mgr->FindKey(LinkUoid);
if (fLinkSoundSOKey)
{
LinkUoid.SetClone(myUoid.GetClonePlayerID(), myUoid.GetCloneID());
fLinkSoundSOKey = mgr->ReRegister(plString::Null, LinkUoid);
}
}
}
else
fEffects = nil;
fPhysHeight = stream->ReadLEFloat();
fPhysWidth = stream->ReadLEFloat();
fAnimationPrefix = stream->ReadSafeString();
fBodyAgeName = stream->ReadSafeString();
fBodyFootstepSoundPage = stream->ReadSafeString();
plgDispatch::Dispatch()->RegisterForExactType(plAvatarStealthModeMsg::Index(), GetKey());
}
bool plArmatureMod::DirtySynchState(const plString& SDLStateName, uint32_t synchFlags)
{
// skip requests to synch non-avatar state
if (SDLStateName.CompareI(kSDLAvatar) != 0)
{
return false;
}
synchFlags |= plSynchedObject::kForceFullSend; // TEMP
if(GetNumTargets() > 0)
{
plSceneObject *sObj = GetTarget(0);
if(sObj)
sObj->DirtySynchState(SDLStateName, synchFlags);
}
return false;
}
bool plArmatureMod::DirtyPhysicalSynchState(uint32_t synchFlags)
{
synchFlags |= plSynchedObject::kForceFullSend; // TEMP
synchFlags |= plSynchedObject::kBCastToClients;
if(GetNumTargets() > 0)
{
plSceneObject *sObj = GetTarget(0);
if(sObj)
sObj->DirtySynchState(kSDLAvatarPhysical, synchFlags);
}
return false;
}
void plArmatureMod::IFinalize()
{
plArmatureModBase::IFinalize();
if (fWaitFlags & kNeedAudio)
{
plSetListenerMsg *msg = new plSetListenerMsg( plSetListenerMsg::kVelocity, GetTarget(0)->GetKey(), true );
msg->Send();
fWaitFlags &= ~kNeedAudio;
}
if (fWaitFlags & kNeedCamera)
{
plCameraMsg* pMsg = new plCameraMsg;
pMsg->SetCmd(plCameraMsg::kCreateNewDefaultCam);
pMsg->SetCmd(plCameraMsg::kSetSubject);
pMsg->SetSubject(GetTarget(0));
pMsg->SetBCastFlag( plMessage::kBCastByExactType );
pMsg->Send();
fWaitFlags &= ~kNeedCamera;
}
if (fWaitFlags & kNeedSpawn)
{
Spawn(hsTimer::GetSysSeconds());
fWaitFlags &= ~kNeedSpawn;
}
}
void plArmatureMod::ICustomizeApplicator()
{
plArmatureModBase::ICustomizeApplicator();
const plAGModifier *agMod = GetChannelMod("Bone_Root", true);
if (agMod)
{
// are there any applicators that manipulate the transform?
plAGApplicator *app = agMod->GetApplicator(kAGPinTransform);
if(app)
{
plMatrixDelayedCorrectionApplicator *corApp = plMatrixDelayedCorrectionApplicator::ConvertNoRef(app);
if (corApp)
{
fBoneRootAnimator = corApp;
fWaitFlags &= ~kNeedApplicator;
return; // already there
}
}
plAGModifier *volAGMod = const_cast(agMod);
fBoneRootAnimator = new plMatrixDelayedCorrectionApplicator();
volAGMod->SetApplicator(fBoneRootAnimator);
fWaitFlags &= ~kNeedApplicator;
}
}
const plSceneObject *plArmatureMod::GetClothingSO(uint8_t lod) const
{
if (fClothToSOMap.GetCount() <= lod)
return nil;
return fClothToSOMap[lod];
}
#define kSynchInterval 1 // synch once per second
void plArmatureMod::NetworkSynch(double timeNow, int force)
{
if (force || ((timeNow - fLastSynch) > kSynchInterval))
{
// make sure state change gets sent out over the network
// avatar state should use relevance region filtering
uint32_t flags = kBCastToClients | kUseRelevanceRegions;
if (force)
flags |= kForceFullSend;
DirtyPhysicalSynchState(flags);
fLastSynch = timeNow;
fPendingSynch = false;
}
else
fPendingSynch = true;
}
bool plArmatureMod::IsLocalAvatar()
{
return plAvatarMgr::GetInstance()->GetLocalAvatar() == this;
}
bool plArmatureMod::IsLocalAI()
{
// Formerly a lot of silly cached rigamaroll... Now, we'll just rely
// on the fact that one player is the game master. HACK TURD if net groups
// are ever brought back.
return plNetClientApp::GetInstance()->IsLocallyOwned(this);
}
void plArmatureMod::SynchIfLocal(double timeNow, int force)
{
if (IsLocalAvatar() || IsLocalAI())
{
NetworkSynch(timeNow, force);
}
}
plLayerLinkAnimation *plArmatureMod::IFindLayerLinkAnim()
{
int i;
hsGMaterial *mat = fClothingOutfit->fMaterial;
if (!mat)
return nil;
for (i = 0; i < mat->GetNumLayers(); i++)
{
plLayerInterface *li = mat->GetLayer(i);
while (li != nil)
{
plLayerLinkAnimation *anim = plLayerLinkAnimation::ConvertNoRef(li);
if (anim)
return anim;
li = li->GetUnderLay();
}
}
return nil;
}
bool plArmatureMod::ValidatePhysics()
{
if (!fTarget)
return false;
if (!fController)
{
// The kinematic actor is made taller if the avatar is human (male or female)
fController = plPhysicalControllerCore::Create(GetTarget(0)->GetKey(), fPhysHeight,
fPhysWidth, (fBodyType == kBoneBaseMale || fBodyType == kBoneBaseFemale));
}
if (fController)
{
if (GetTarget(0)->GetKey() == plNetClientApp::GetInstance()->GetLocalPlayerKey())
{
// local avatars get added to a special LOS db just for them.
fController->SetLOSDB(plSimDefs::kLOSDBLocalAvatar);
}
else
{
// non-local avatars are in the same LOS db as clickables
fController->SetLOSDB(plSimDefs::kLOSDBUIItems);
}
hsClearBits(fWaitFlags, kNeedPhysics);
return true;
}
else
{
return false;
}
}
bool plArmatureMod::ValidateMesh()
{
if (fWaitFlags & kNeedMesh)
{
fWaitFlags &= ~kNeedMesh;
int n = fMeshKeys.size();
for(int i = 0; i < n; i++)
{
plKey meshKey = fMeshKeys[i];
plSceneObject * meshObj = (plSceneObject *)meshKey->GetObjectPtr();
if( ! meshObj)
{
fWaitFlags |= kNeedMesh;
break;
}
bool visible = (i == fCurLOD) ? true : false;
EnableDrawingTree(meshObj, visible);
// If we haven't created the mapping yet...
if (fClothToSOMap.GetCount() <= i || fClothToSOMap[i] == nil)
{
plGenRefMsg *refMsg = new plGenRefMsg(GetKey(), plRefMsg::kOnRequest, i, 0);
hsgResMgr::ResMgr()->SendRef(meshObj->GetKey(), refMsg, plRefFlags::kPassiveRef);
}
}
if (!GetTarget(0)->GetKeyName().Compare("Yeesha"))
ISetTransparentDrawOrder(true);
else
ISetTransparentDrawOrder(false);
}
return !(fWaitFlags & kNeedMesh);
}
plArmatureBrain * plArmatureMod::GetNextBrain(plArmatureBrain *brain)
{
plArmatureBrain * result = nil;
bool passedTarget = false;
int count = fBrains.size();
for(int i = count - 1; i >= 0; i--)
{
plArmatureBrain *curBrain = fBrains.at(i);
if(passedTarget)
result = curBrain;
else {
if(curBrain == brain)
passedTarget = true;
}
}
return result;
}
int plArmatureMod::GetBrainCount()
{
return fBrains.size();
}
plArmatureBrain * plArmatureMod::FindBrainByClass(uint32_t classID) const
{
int n = fBrains.size();
for(int i = 0; i < n; i++)
{
plArmatureBrain *brain = fBrains.at(i);
if(brain->ClassIndex() == classID)
{
return brain;
}
}
return nil;
}
void plArmatureMod::TurnToPoint(hsPoint3 &point)
{
plAvBrainHuman *brain = plAvBrainHuman::ConvertNoRef(FindBrainByClass(plAvBrainHuman::Index()));
if (brain)
brain->TurnToPoint(point);
}
void plArmatureMod::SuspendInput()
{
if (fSuspendInputCount == 0 && plNetClientApp::GetInstance()->GetLocalPlayer() == GetTarget(0))
{
plAvatarInputInterface::GetInstance()->SuspendMouseMovement();
PreserveInputState();
ClearInputFlags(false, false);
}
fSuspendInputCount++;
}
void plArmatureMod::ResumeInput()
{
if (fSuspendInputCount > 0) // decrementing an unsigned variable set to 0 is BAD
fSuspendInputCount--;
if(fSuspendInputCount == 0)
{
RestoreInputState();
IProcessQueuedInput();
if (plNetClientApp::GetInstance()->GetLocalPlayer() == GetTarget(0))
plAvatarInputInterface::GetInstance()->EnableMouseMovement();
}
}
void plArmatureMod::IProcessQueuedInput()
{
CtrlMessageVec::iterator i = fQueuedCtrlMessages.begin();
CtrlMessageVec::iterator end = fQueuedCtrlMessages.end();
while(i != end)
{
plControlEventMsg *ctrlMsg = *i;
IHandleControlMsg(ctrlMsg);
ctrlMsg->UnRef();
(*i) = nil;
i++;
}
fQueuedCtrlMessages.clear();
}
void plArmatureMod::PreserveInputState()
{
fMoveFlagsBackup = fMoveFlags;
}
void plArmatureMod::RestoreInputState()
{
fMoveFlags = fMoveFlagsBackup;
}
bool plArmatureMod::GetInputFlag (int which) const
{
return fMoveFlags.IsBitSet(which);
}
void plArmatureMod::SetInputFlag(int which, bool status)
{
if(status)
{
fMoveFlags.SetBit(which);
} else {
fMoveFlags.ClearBit(which);
}
}
bool plArmatureMod::HasMovementFlag() const
{
return (fMoveFlags.IsBitSet(B_CONTROL_MOVE_FORWARD) ||
fMoveFlags.IsBitSet(B_CONTROL_MOVE_BACKWARD) ||
fMoveFlags.IsBitSet(B_CONTROL_ROTATE_LEFT) ||
fMoveFlags.IsBitSet(B_CONTROL_ROTATE_RIGHT) ||
fMoveFlags.IsBitSet(A_CONTROL_TURN) ||
fMoveFlags.IsBitSet(B_CONTROL_STRAFE_LEFT) ||
fMoveFlags.IsBitSet(B_CONTROL_STRAFE_RIGHT));
}
bool plArmatureMod::ForwardKeyDown() const
{
return GetInputFlag(B_CONTROL_MOVE_FORWARD) ? true : false;
}
bool plArmatureMod::BackwardKeyDown() const
{
return GetInputFlag(B_CONTROL_MOVE_BACKWARD) ? true : false;
}
bool plArmatureMod::StrafeLeftKeyDown() const
{
return GetInputFlag(B_CONTROL_STRAFE_LEFT) ? true : false;
}
bool plArmatureMod::StrafeRightKeyDown() const
{
return GetInputFlag(B_CONTROL_STRAFE_RIGHT) ? true : false;
}
bool plArmatureMod::FastKeyDown() const
{
return ((GetInputFlag(B_CONTROL_MODIFIER_FAST) && !GetInputFlag(B_CONTROL_ALWAYS_RUN)) ||
(!GetInputFlag(B_CONTROL_MODIFIER_FAST) && GetInputFlag(B_CONTROL_ALWAYS_RUN)));
}
bool plArmatureMod::StrafeKeyDown() const
{
return GetInputFlag(B_CONTROL_MODIFIER_STRAFE) ? true : false;
}
bool plArmatureMod::TurnLeftKeyDown() const
{
return GetInputFlag(B_CONTROL_ROTATE_LEFT) ? true : false;
}
bool plArmatureMod::TurnRightKeyDown() const
{
return GetInputFlag(B_CONTROL_ROTATE_RIGHT) ? true : false;
}
bool plArmatureMod::JumpKeyDown() const
{
return GetInputFlag(B_CONTROL_JUMP) ? true : false;
}
bool plArmatureMod::ExitModeKeyDown() const
{
return GetInputFlag(B_CONTROL_EXIT_MODE) ? true : false;
}
void plArmatureMod::SetForwardKeyDown()
{
SetInputFlag(B_CONTROL_MOVE_FORWARD, true);
}
void plArmatureMod::SetBackwardKeyDown()
{
SetInputFlag(B_CONTROL_MOVE_BACKWARD, true);
}
void plArmatureMod::SetStrafeLeftKeyDown(bool status)
{
SetInputFlag(B_CONTROL_STRAFE_LEFT, status);
}
void plArmatureMod::SetStrafeRightKeyDown(bool status)
{
SetInputFlag(B_CONTROL_STRAFE_RIGHT, status);
}
void plArmatureMod::SetFastKeyDown()
{
SetInputFlag(B_CONTROL_MODIFIER_FAST, true);
}
void plArmatureMod::SetTurnLeftKeyDown(bool status)
{
SetInputFlag(B_CONTROL_ROTATE_LEFT, status);
}
void plArmatureMod::SetTurnRightKeyDown(bool status)
{
SetInputFlag(B_CONTROL_ROTATE_RIGHT, status);
}
void plArmatureMod::SetJumpKeyDown()
{
SetInputFlag(B_CONTROL_JUMP, true);
}
float plArmatureMod::GetTurnStrength() const
{
return GetKeyTurnStrength() + GetAnalogTurnStrength();
}
float plArmatureMod::GetKeyTurnStrength() const
{
if (StrafeKeyDown())
return 0.f;
return (TurnLeftKeyDown() ? 1.f : 0.f) + (TurnRightKeyDown() ? -1.f: 0.f);
}
float plArmatureMod::GetAnalogTurnStrength() const
{
if (StrafeKeyDown())
return 0.f;
float elapsed = hsTimer::GetDelSysSeconds();
if (elapsed > 0)
return fMouseFrameTurnStrength / elapsed;
else
return 0;
}
void plArmatureMod::SetReverseFBOnIdle(bool val)
{
fReverseFBOnIdle = val;
if (val)
SetInputFlag(B_CONTROL_LADDER_INVERTED, !(ForwardKeyDown() || BackwardKeyDown()));
else
SetInputFlag(B_CONTROL_LADDER_INVERTED, false);
}
bool plArmatureMod::IsFBReversed()
{
return GetInputFlag(B_CONTROL_LADDER_INVERTED);
}
void plArmatureMod::ClearInputFlags(bool saveAlwaysRun, bool clearBackup)
{
bool alwaysRun = (fMoveFlags.IsBitSet(B_CONTROL_ALWAYS_RUN) != 0);
bool fast = (fMoveFlags.IsBitSet(B_CONTROL_MODIFIER_FAST) != 0);
fMoveFlags.Clear();
if (saveAlwaysRun)
{
if (alwaysRun)
fMoveFlags.SetBit(B_CONTROL_ALWAYS_RUN);
if (fast)
fMoveFlags.SetBit(B_CONTROL_MODIFIER_FAST);
}
if (clearBackup)
{
alwaysRun = (fMoveFlagsBackup.IsBitSet(B_CONTROL_ALWAYS_RUN) != 0);
fast = (fMoveFlagsBackup.IsBitSet(B_CONTROL_MODIFIER_FAST) != 0);
fMoveFlagsBackup.Clear();
if (saveAlwaysRun)
{
if (alwaysRun)
fMoveFlagsBackup.SetBit(B_CONTROL_ALWAYS_RUN);
if (fast)
fMoveFlagsBackup.SetBit(B_CONTROL_MODIFIER_FAST);
}
}
}
plAGModifier * plArmatureMod::GetRootAGMod()
{
if(fRootAGMod)
return fRootAGMod;
if(fTarget)
{
const plAGModifier * shit = plAGModifier::ConvertNoRef(FindModifierByClass(fTarget, plAGModifier::Index()));
fRootAGMod = const_cast(shit);
}
return fRootAGMod;
}
int plArmatureMod::GetCurrentGenericType()
{
plAvBrainGeneric *brain = plAvBrainGeneric::ConvertNoRef(GetCurrentBrain());
if (!brain)
return plAvBrainGeneric::kNonGeneric;
else
return brain->GetType();
}
bool plArmatureMod::FindMatchingGenericBrain(const char *names[], int count)
{
int i;
for (i = 0; i < GetBrainCount(); i++)
{
plAvBrainGeneric *brain = plAvBrainGeneric::ConvertNoRef(GetBrain(i));
if (brain && brain->MatchAnimNames(names, count))
return true;
}
return false;
}
plString plArmatureMod::MakeAnimationName(const plString& baseName) const
{
return fAnimationPrefix + baseName;
}
plString plArmatureMod::GetRootName()
{
return fRootName;
}
void plArmatureMod::SetRootName(const plString &name)
{
fRootName = name;
}
plAGAnim *plArmatureMod::FindCustomAnim(const plString& baseName) const
{
plString customName = MakeAnimationName(baseName);
plAGAnim *result = plAGAnim::FindAnim(customName);
return result;
}
void plArmatureMod::ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc)
{
std::vector markers;
anim->CopyMarkerNames(markers);
int i;
for (i = 0; i < markers.size(); i++)
{
float time = -1;
bool isLeft = false;
if (markers[i].Find("SndLeftFootDown") == 0)
{
isLeft = true;
time = anim->GetMarker(markers[i]);
}
if (markers[i].Find("SndRightFootDown") == 0)
time = anim->GetMarker(markers[i]);
if (time >= 0)
{
plEventCallbackInterceptMsg *iMsg;
plArmatureEffectMsg *msg = new plArmatureEffectMsg(fEffects->GetKey(), kTime);
msg->fEventTime = time;
msg->fTriggerIdx = AnimNameToIndex(anim->GetName());
iMsg = new plEventCallbackInterceptMsg();
iMsg->AddReceiver(fEffects->GetKey());
iMsg->fEventTime = time;
iMsg->fEvent = kTime;
iMsg->SetMessageRef(msg);
atc->AddCallback(iMsg);
hsRefCnt_SafeUnRef(msg);
hsRefCnt_SafeUnRef(iMsg);
plAvatarFootMsg* foot = new plAvatarFootMsg(GetKey(), this, isLeft);
foot->fEventTime = time;
iMsg = new plEventCallbackInterceptMsg();
iMsg->AddReceiver(fEffects->GetKey());
iMsg->fEventTime = time;
iMsg->fEvent = kTime;
iMsg->SetMessageRef(foot);
atc->AddCallback(iMsg);
hsRefCnt_SafeUnRef(foot);
hsRefCnt_SafeUnRef(iMsg);
}
}
}
plString plArmatureMod::GetAnimRootName(const plString &name)
{
return name.Substr(fAnimationPrefix.GetSize());
}
int8_t plArmatureMod::AnimNameToIndex(const plString &name)
{
plString rootName = GetAnimRootName(name);
int8_t result = -1;
if (!rootName.Compare("Walk") || !rootName.Compare("WalkBack") ||
!rootName.Compare("LadderDown") || !rootName.Compare("LadderDownOn") ||
!rootName.Compare("LadderDownOff") || !rootName.Compare("LadderUp") ||
!rootName.Compare("LadderUpOn") || !rootName.Compare("LadderUpOff") ||
!rootName.Compare("SwimSlow") || !rootName.Compare("SwimBackward") ||
!rootName.Compare("BallPushWalk"))
result = kWalk;
else if (!rootName.Compare("Run") || !rootName.Compare("SwimFast"))
result = kRun;
else if (!rootName.Compare("TurnLeft") || !rootName.Compare("TurnRight") ||
!rootName.Compare("StepLeft") || !rootName.Compare("StepRight") ||
!rootName.Compare("SideSwimLeft") || !rootName.Compare("SideSwimRight") ||
!rootName.Compare("TreadWaterTurnLeft") || !rootName.Compare("TreadWaterTurnRight"))
result = kTurn;
else if (!rootName.Compare("GroundImpact") || !rootName.Compare("RunningImpact"))
result = kImpact;
else if (rootName.Find("Run") >= 0) // Critters
result = kRun;
else if (rootName.Find("Idle") >= 0) // Critters
result = kWalk;
return result;
}
bool plArmatureMod::IsInStealthMode() const
{
return (fStealthMode != plAvatarStealthModeMsg::kStealthVisible);
}
bool plArmatureMod::IsOpaque()
{
return fOpaque;
}
bool plArmatureMod::IsMidLink()
{
return fMidLink;
}
bool plArmatureMod::IsLinkedIn()
{
return fIsLinkedIn;
}
bool plArmatureMod::ConsumeJump()
{
if (!GetInputFlag(B_CONTROL_CONSUMABLE_JUMP))
return false;
SetInputFlag(B_CONTROL_CONSUMABLE_JUMP, false);
return true;
}
void plArmatureMod::ISetTransparentDrawOrder(bool val)
{
if (fOpaque != val)
return;
fOpaque = !val;
plDrawableSpans *spans = plDrawableSpans::ConvertNoRef(FindDrawable());
if (spans)
{
spans->SetNativeProperty(plDrawable::kPropPartialSort, true);
spans->SetNativeProperty(plDrawable::kPropSortAsOne, true);
if (val)
{
spans->SetNativeProperty(plDrawable::kPropSortSpans, true);
spans->SetRenderLevel(plRenderLevel(plRenderLevel::kBlendRendMajorLevel, plRenderLevel::kDefRendMinorLevel));
}
else
{
spans->SetNativeProperty(plDrawable::kPropSortSpans, false);
spans->SetRenderLevel(plRenderLevel(0, plRenderLevel::kAvatarRendMinorLevel));
}
}
}
bool plArmatureMod::IsKILowestLevel()
{
if ( GetKILevel() == pfKIMsg::kNanoKI )
return true;
else
return false;
}
int plArmatureMod::GetKILevel()
{
return VaultGetKILevel();
}
void plArmatureMod::SetLinkInAnim(const plString &animName)
{
if (!animName.IsNull())
{
plAGAnim *anim = FindCustomAnim(animName);
fLinkInAnimKey = (anim ? anim->GetKey() : nil);
}
else
fLinkInAnimKey = nil;
}
plKey plArmatureMod::GetLinkInAnimKey() const
{
return fLinkInAnimKey;
}
//////////////////////
//
// PLARMATURELODMOD
//
//////////////////////
plArmatureLODMod::plArmatureLODMod()
{
}
// CTOR (physical, name)
plArmatureLODMod::plArmatureLODMod(const plString& root_name)
: plArmatureMod()
{
fRootName = root_name;
}
plArmatureLODMod::~plArmatureLODMod()
{
}
void plArmatureLODMod::Read(hsStream *stream, hsResMgr *mgr)
{
plArmatureMod::Read(stream, mgr);
fMeshKeys.clear();
int meshKeyCount = stream->ReadLE32();
for(int i = 0; i < meshKeyCount; i++)
{
plKey meshKey = mgr->ReadKey(stream);
fMeshKeys.push_back(meshKey);
plKeyVector *vec = new plKeyVector;
int boneCount = stream->ReadLE32();
for(int j = 0; j < boneCount; j++)
vec->push_back(mgr->ReadKey(stream));
fUnusedBones.push_back(vec);
}
}
// WRITE
void plArmatureLODMod::Write(hsStream *stream, hsResMgr *mgr)
{
plArmatureMod::Write(stream, mgr);
int meshKeyCount = fMeshKeys.size();
stream->WriteLE32(meshKeyCount);
for(int i = 0; i < meshKeyCount; i++)
{
plKey meshKey = fMeshKeys[i];
mgr->WriteKey(stream, meshKey);
// Should be a list per mesh key
stream->WriteLE32(fUnusedBones[i]->size());
for(int j = 0; j < fUnusedBones[i]->size(); j++)
mgr->WriteKey(stream, (*fUnusedBones[i])[j]);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
// DEBUG SUPPORT
int plArmatureMod::RefreshDebugDisplay()
{
plDebugText &debugTxt = plDebugText::Instance();
int lineHeight = debugTxt.GetFontSize() + 4;
uint32_t scrnWidth, scrnHeight;
debugTxt.GetScreenSize( &scrnWidth, &scrnHeight );
int y = 10;
int x = 10;
DumpToDebugDisplay(x, y, lineHeight, debugTxt);
return y;
}
void plArmatureMod::DumpToDebugDisplay(int &x, int &y, int lineHeight, plDebugText &debugTxt)
{
debugTxt.DrawString(x, y, plFormat("Armature <{}>:", fRootName), 255, 128, 128);
y += lineHeight;
plSceneObject * SO = GetTarget(0);
if(SO)
{
// global location
hsMatrix44 l2w = SO->GetLocalToWorld();
hsPoint3 worldPos = l2w.GetTranslate();
const char *opaque = IsOpaque() ? "yes" : "no";
debugTxt.DrawString(x, y, plString::Format("position(world): %.2f, %.2f, %.2f Opaque: %3s",
worldPos.fX, worldPos.fY, worldPos.fZ, opaque));
y += lineHeight;
const char* frozen = "n.a.";
if (fController)
frozen = fController->IsEnabled() ? "no" : "yes";
// are we in a subworld?
plKey world = nil;
if (fController)
world = fController->GetSubworld();
debugTxt.DrawString(x, y, plFormat("In world: {} Frozen: {}",
world ? world->GetName() : "nil", frozen));
y+= lineHeight;
plString details;
if (fController)
{
hsPoint3 physPos;
GetPositionAndRotationSim(&physPos, nil);
const hsVector3& vel = fController->GetLinearVelocity();
details = plString::Format("position(physical): <%.2f, %.2f, %.2f> velocity: <%5.2f, %5.2f, %5.2f>",
physPos.fX, physPos.fY, physPos.fZ, vel.fX, vel.fY, vel.fZ);
}
else
{
details = "position(physical): no controller";
}
debugTxt.DrawString(x, y, details);
y += lineHeight;
}
DebugDumpMoveKeys(x, y, lineHeight, debugTxt);
int i;
for(i = 0; i < fBrains.size(); i++)
{
plArmatureBrain *brain = fBrains[i];
brain->DumpToDebugDisplay(x, y, lineHeight, debugTxt);
}
if (fClothingOutfit)
{
y += lineHeight;
debugTxt.DrawString(x, y, "ItemsWorn:");
y += lineHeight;
plStringStream outfit;
int itemCount = 0;
for (i = 0; i < fClothingOutfit->fItems.GetCount(); i++)
{
if (itemCount == 0)
outfit << " ";
outfit << fClothingOutfit->fItems[i]->fName;
itemCount++;
if (itemCount == 4)
{
debugTxt.DrawString(x, y, outfit.GetString());
itemCount = 0;
outfit.Truncate();
y += lineHeight;
}
if (itemCount > 0)
outfit << ", ";
}
if (itemCount > 0)
{
debugTxt.DrawString(x, y, outfit.GetString());
y += lineHeight;
}
}
if (plRelevanceMgr::Instance()->GetEnabled())
{
y += lineHeight;
debugTxt.DrawString(x, y, "Relevance Regions:");
y += lineHeight;
debugTxt.DrawString(x, y, plFormat(" In: {}",
plRelevanceMgr::Instance()->GetRegionNames(fRegionsImIn)));
y += lineHeight;
debugTxt.DrawString(x, y, plFormat(" Care about: %s",
plRelevanceMgr::Instance()->GetRegionNames(fRegionsICareAbout)));
y += lineHeight;
}
}
class plAvBoneMap::BoneMapImp
{
public:
typedef std::map id2SceneObjectMap;
id2SceneObjectMap fMap;
};
plAvBoneMap::plAvBoneMap()
{
fImp = new BoneMapImp;
}
plAvBoneMap::~plAvBoneMap()
{
delete fImp;
}
const plSceneObject * plAvBoneMap::FindBone(uint32_t boneID)
{
BoneMapImp::id2SceneObjectMap::iterator i = fImp->fMap.find(boneID);
const plSceneObject *result = nil;
if(i != fImp->fMap.end())
{
result = (*i).second;
}
return result;
}
void plAvBoneMap::AddBoneMapping(uint32_t boneID, const plSceneObject *SO)
{
(fImp->fMap)[boneID] = SO;
}
void plArmatureMod::DebugDumpMoveKeys(int &x, int &y, int lineHeight, plDebugText &debugTxt)
{
debugTxt.DrawString(x, y, plFormat("Mouse Input Map: {}",
plAvatarInputInterface::GetInstance()->GetInputMapName()));
y += lineHeight;
debugTxt.DrawString(x, y, plString::Format("Turn strength: %.2f (key: %.2f, analog: %.2f)",
GetTurnStrength(), GetKeyTurnStrength(), GetAnalogTurnStrength()));
y += lineHeight;
debugTxt.DrawString(x, y, GetMoveKeyString());
y += lineHeight;
}
plString plArmatureMod::GetMoveKeyString() const
{
plStringStream keys;
keys << "Move keys: ";
if(FastKeyDown())
keys << "FAST ";
if(StrafeKeyDown())
keys << "STRAFE ";
if(ForwardKeyDown())
keys << "FORWARD ";
if(BackwardKeyDown())
keys << "BACKWARD ";
if(TurnLeftKeyDown())
keys << "TURNLEFT ";
if(TurnRightKeyDown())
keys << "TURNRIGHT ";
if(StrafeLeftKeyDown())
keys << "STRAFELEFT ";
if(StrafeRightKeyDown())
keys << "STRAFERIGHT ";
if(JumpKeyDown())
keys << "JUMP ";
return keys.GetString();
}