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1460 lines
50 KiB
1460 lines
50 KiB
/*==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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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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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#include "HeadSpin.h" |
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#include <cmath> |
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#include "plPhysicalControllerCore.h" |
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#include "plAvBrainHuman.h" |
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#include "plAvBrainClimb.h" |
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#include "plAvBrainDrive.h" |
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#include "plAvBrainGeneric.h" |
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#include "plAvBrainSwim.h" |
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#include "plArmatureMod.h" |
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#include "plAGModifier.h" |
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#include "plMatrixChannel.h" |
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#include "plAvTask.h" |
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#include "plAvTaskBrain.h" |
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#include "plAvTaskSeek.h" |
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#include "plAGAnim.h" |
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#include "plAGAnimInstance.h" |
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#include "plAvatarMgr.h" |
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#include "plAnimStage.h" |
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#include "plAvatarClothing.h" |
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#include "hsTimer.h" |
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#include "hsGeometry3.h" |
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#include "plPipeline.h" |
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#include "plgDispatch.h" |
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#include "hsQuat.h" |
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#include "plPhysical.h" |
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#include "plStatusLog/plStatusLog.h" |
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#include "pnNetCommon/plNetApp.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "plInputCore/plAvatarInputInterface.h" |
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#include "plInputCore/plInputDevice.h" |
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#include "pnEncryption/plRandom.h" |
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#include "plPipeline/plDebugText.h" |
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#include "plNetClient/plNetLinkingMgr.h" |
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#include "plMessage/plAvatarMsg.h" |
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#include "plMessage/plClimbMsg.h" |
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#include "plMessage/plInputEventMsg.h" |
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#include "plMessage/plLOSHitMsg.h" |
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#include "plMessage/plLOSRequestMsg.h" |
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#include "plMessage/plSimStateMsg.h" |
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#include "plMessage/plSwimMsg.h" |
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#include "plMessage/plAgeLoadedMsg.h" |
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#include "pnMessage/plWarpMsg.h" |
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#include "pnMessage/plProxyDrawMsg.h" |
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#include "plMessage/plRideAnimatedPhysMsg.h" |
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float plAvBrainHuman::fWalkTimeToMaxTurn = .3f; |
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float plAvBrainHuman::fRunTimeToMaxTurn = .1f; |
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float plAvBrainHuman::fWalkMaxTurnSpeed = 2.0f; |
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float plAvBrainHuman::fRunMaxTurnSpeed = 1.7; |
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plAvBrainHuman::TurnCurve plAvBrainHuman::fWalkTurnCurve = plAvBrainHuman::kTurnExponential; |
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plAvBrainHuman::TurnCurve plAvBrainHuman::fRunTurnCurve = plAvBrainHuman::kTurnExponential; |
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const float plAvBrainHuman::kAirTimePanicThreshold = 10; // seconds |
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void plAvBrainHuman::SetTimeToMaxTurn(float time, bool walk) |
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{ |
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if (walk) |
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fWalkTimeToMaxTurn = time; |
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else |
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fRunTimeToMaxTurn = time; |
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} |
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float plAvBrainHuman::GetTimeToMaxTurn(bool walk) |
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{ |
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return (walk ? fWalkTimeToMaxTurn : fRunTimeToMaxTurn); |
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} |
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void plAvBrainHuman::SetMaxTurnSpeed(float radsPerSec, bool walk) |
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{ |
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if (walk) |
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fWalkMaxTurnSpeed = radsPerSec; |
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else |
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fRunMaxTurnSpeed = radsPerSec; |
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} |
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float plAvBrainHuman::GetMaxTurnSpeed(bool walk) |
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{ |
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return (walk ? fWalkMaxTurnSpeed : fRunMaxTurnSpeed); |
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} |
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void plAvBrainHuman::SetTurnCurve(TurnCurve curve, bool walk) |
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{ |
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if (walk) |
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fWalkTurnCurve = curve; |
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else |
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fRunTurnCurve = curve; |
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} |
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plAvBrainHuman::TurnCurve plAvBrainHuman::GetTurnCurve(bool walk) |
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{ |
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return (walk ? fWalkTurnCurve : fRunTurnCurve); |
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} |
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plAvBrainHuman::plAvBrainHuman(bool isActor /* = false */) : |
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fHandleAGMod(nil), |
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fStartedTurning(-1.0f), |
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fWalkingStrategy(nil), |
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fPreconditions(0), |
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fIsActor(isActor) |
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{ |
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} |
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bool plAvBrainHuman::Apply(double timeNow, float elapsed) |
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{ |
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#ifndef _DEBUG |
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try |
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{ |
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#endif |
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// SetTurnStrength runs first to make sure it's set to a sane value |
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// (or cleared). RunStandardBehaviors may overwrite it. |
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fWalkingStrategy->SetTurnStrength(IGetTurnStrength(timeNow)); |
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RunStandardBehaviors(timeNow, elapsed); |
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fWalkingStrategy->RecalcVelocity(timeNow, elapsed, (fPreconditions & plHBehavior::kBehaviorTypeNeedsRecalcMask)); |
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plArmatureBrain::Apply(timeNow, elapsed); |
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#ifndef _DEBUG |
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} catch (...) |
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{ |
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// just catch all the crashes on exit... |
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plStatusLog *log = plAvatarMgr::GetInstance()->GetLog(); |
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log->AddLine("plAvBrainHuman::Apply - crash caught"); |
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} |
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#endif |
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return true; |
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} |
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void plAvBrainHuman::Activate(plArmatureModBase *avMod) |
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{ |
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plArmatureBrain::Activate(avMod); |
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IInitBoneMap(); |
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IInitAnimations(); |
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if (!fWalkingStrategy) |
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{ |
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plSceneObject* avObj = fArmature->GetTarget(0); |
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plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); |
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plPhysicalControllerCore* controller = avMod->GetController(); |
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fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); |
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controller->SetMovementStrategy(fWalkingStrategy); |
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} |
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plSceneObject *avSO = fAvMod->GetTarget(0); |
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bool isLocal = avSO->IsLocallyOwned(); |
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if (fAvMod->GetClothingOutfit() && fAvMod->GetClothingOutfit()->fGroup != plClothingMgr::kClothingBaseNoOptions) |
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{ |
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if (fAvMod->IsLocalAvatar()) |
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fAvMod->GetClothingOutfit()->ReadFromVault(); |
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else |
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{ |
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fAvMod->GetClothingOutfit()->WearDefaultClothing(); |
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fAvMod->GetClothingOutfit()->ForceUpdate(true); |
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} |
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} |
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if (fAvMod == plAvatarMgr::GetInstance()->GetLocalAvatar()) |
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plAvatarInputInterface::GetInstance()->ForceAlwaysRun(plKeyboardDevice::GetInstance()->IsCapsLockKeyOn() != 0); |
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} |
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void plAvBrainHuman::IInitBoneMap() |
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{ |
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struct tuple { |
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HumanBoneID fID; |
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const char * fName; |
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}; |
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tuple tupleMap[] = |
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{ |
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{ Pelvis, "Bone_Root" }, |
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// left leg |
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{ LThigh, "Bone_LThigh" }, |
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{ LCalf, "Bone_LCalf" }, |
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{ LFoot, "Bone_LFoot" }, |
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{ LFootPrint, "Print_L Foot" }, |
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{ LToe0, "Bone_LToe" }, |
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// right leg |
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{ RThigh, "Bone_RThigh" }, |
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{ RCalf, "Bone_RCalf" }, |
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{ RFoot, "Bone_RFoot" }, |
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{ RFootPrint, "Print_R Foot" }, |
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{ RToe0, "Bone_RToe" }, |
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// spine and head, starting at base of spine |
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{ Spine, "Bone_Spine0" }, |
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{ TrunkPrint, "Print_Trunk" }, |
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{ Spine1, "Bone_Spine1" }, |
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{ Spine2, "Bone_Spine2" }, |
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{ Neck, "Bone_Neck" }, |
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{ Head, "Bone_Head" }, |
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{ Jaw, "Bone_Jaw" }, |
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// left face bones |
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{ LMouthLower, "Bone_LMouthLower" }, |
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{ RMouthLower, "Bone_RMouthLower" }, |
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{ LBrowInner, "Bone_LBrowInner" }, |
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{ LBrowOuter, "Bone_LBrowOuter" }, |
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{ LCheek, "Bone_LCheek" }, |
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{ LEye, "Bone_LEye" }, |
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{ LEyeLid01, "Bone_LEyeLid1" }, |
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{ LEyeLid02, "Bone_LEyeLid2" }, |
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{ LMouthCorner, "Bone_LMouthCorner" }, |
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{ LMouthUpper, "Bone_LMouthUpper" }, |
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// right face bones |
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{ RBrowInner, "Bone_RBrowInner" }, |
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{ RBrowOuter, "Bone_RBrowOuter" }, |
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{ RCheek, "Bone_RCheek" }, |
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{ REye, "Bone_REye" }, |
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{ REyeLid01, "Bone_REyeLid1" }, |
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{ REyeLid02, "Bone_REyeLid2" }, |
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{ RMouthCorner, "Bone_RMouthCorner" }, |
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{ RMouthUpper, "Bone_RMouthUpper" }, |
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// Left Arm |
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{ LClavicle, "Bone_LClavicle" }, |
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{ LUpperArm, "Bone_LUpperArm" }, |
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{ LForearm, "Bone_LForearm" }, |
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{ LHand, "Bone_LHand" }, |
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{ LHandPrint, "Print_L Hand" }, |
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{ LMiddleFinger1, "Bone_LMiddle1" }, |
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{ LMiddleFinger2, "Bone_LMiddle2" }, |
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{ LMiddleFinger3, "Bone_LMiddle3" }, |
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{ LPinkyFinger1, "Bone_LPinky1" }, |
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{ LPinkyFinger2, "Bone_LPinky2" }, |
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{ LPinkyFinger3, "Bone_LPinky3" }, |
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{ LPointerFinger1, "Bone_LPointer1" }, |
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{ LPointerFinger2, "Bone_LPointer2" }, |
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{ LPointerFinger3, "Bone_LPointer3" }, |
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{ LRingFinger1, "Bone_LRing1" }, |
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{ LRingFinger2, "Bone_LRing2" }, |
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{ LRingFinger3, "Bone_LRing3" }, |
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{ LThumb1, "Bone_LThumb1" }, |
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{ LThumb2, "Bone_LThumb2" }, |
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{ LThumb3, "Bone_LThumb3" }, |
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// Right Arm |
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{ RClavicle, "Bone_RClavicle" }, |
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{ RUpperArm, "Bone_RUpperArm" }, |
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{ RForearm, "Bone_RForearm" }, |
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{ RHand, "Bone_RHand" }, |
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{ RHandPrint, "Print_R Hand" }, |
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{ RMiddleFinger1, "Bone_RMiddle1" }, |
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{ RMiddleFinger2, "Bone_RMiddle2" }, |
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{ RMiddleFinger3, "Bone_RMiddle3" }, |
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{ RPinkyFinger1, "Bone_RPinky1" }, |
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{ RPinkyFinger2, "Bone_RPinky2" }, |
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{ RPinkyFinger3, "Bone_RPinky3" }, |
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{ RPointerFinger1, "Bone_RPointer1" }, |
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{ RPointerFinger2, "Bone_RPointer2" }, |
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{ RPointerFinger3, "Bone_RPointer3" }, |
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{ RRingFinger1, "Bone_RRing1" }, |
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{ RRingFinger2, "Bone_RRing2" }, |
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{ RRingFinger3, "Bone_RRing3" }, |
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{ RThumb1, "Bone_RThumb1" }, |
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{ RThumb2, "Bone_RThumb2" }, |
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{ RThumb3, "Bone_RThumb3" }, |
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}; |
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int numTuples = sizeof(tupleMap) / sizeof(tuple); |
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for(int i = 0; i < numTuples; i++) |
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{ |
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HumanBoneID id = tupleMap[i].fID; |
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plString name = tupleMap[i].fName; |
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const plSceneObject * bone = this->fAvMod->FindBone(name); |
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if( bone ) |
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{ |
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fAvMod->AddBoneMapping(id, bone); |
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} |
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else |
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hsStatusMessageF("Couldn't find standard bone %s.", name.c_str()); |
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} |
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} |
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plAvBrainHuman::~plAvBrainHuman() |
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{ |
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int i; |
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for (i = 0; i < fBehaviors.GetCount(); i++) |
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delete fBehaviors[i]; |
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fBehaviors.Reset(); |
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delete fWalkingStrategy; |
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fWalkingStrategy = nil; |
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} |
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void plAvBrainHuman::Deactivate() |
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{ |
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// fAvMod will be nil here when exporting. |
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if (fAvMod) |
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plAvatarMgr::GetInstance()->RemoveAvatar(fAvMod); // unregister |
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plArmatureBrain::Deactivate(); |
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} |
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void plAvBrainHuman::Suspend() |
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{ |
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// Kind of hacky... but this is a rather rare case. |
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// If the user lets up on the PushToTalk key in another brain |
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// we'll miss the message to take off the animation. |
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plString chatAnimName = fAvMod->MakeAnimationName("Talk"); |
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plAGAnimInstance *anim = fAvMod->FindAnimInstance(chatAnimName); |
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if (anim) |
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anim->FadeAndDetach(0, 1); |
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IdleOnly(); |
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plArmatureBrain::Suspend(); |
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} |
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void plAvBrainHuman::Resume() |
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{ |
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// If we were in another brain when the key was pressed, we missed it. |
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if (fAvMod->GetInputFlag(S_PUSH_TO_TALK)) |
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IChatOn(); |
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fWalkingStrategy->Reset(false); |
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plArmatureBrain::Resume(); |
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} |
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bool plAvBrainHuman::IHandleControlMsg(plControlEventMsg* msg) |
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{ |
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ControlEventCode moveCode = msg->GetControlCode(); |
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|
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if( msg->ControlActivated() ) |
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{ |
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switch(moveCode) |
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{ |
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case B_CONTROL_TOGGLE_PHYSICAL: |
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{ |
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#ifndef PLASMA_EXTERNAL_RELEASE // external clients can't go non-physical |
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plAvBrainDrive *driver = new plAvBrainDrive(20, 1); |
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fAvMod->PushBrain(driver); |
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#endif |
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return true; |
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} |
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break; |
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case S_PUSH_TO_TALK: |
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fAvMod->SetInputFlag(S_PUSH_TO_TALK, true); |
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IChatOn(); |
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return true; |
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break; |
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} |
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} else { |
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switch(moveCode) |
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{ |
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case S_PUSH_TO_TALK: |
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fAvMod->SetInputFlag(S_PUSH_TO_TALK, false); |
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IChatOff(); |
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return true; |
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break; |
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} |
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} |
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return false; |
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} |
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bool plAvBrainHuman::IsMovingForward() |
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{ |
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if ((fBehaviors.Count() <= kWalk) || (fBehaviors.Count() <= kRun)) |
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return false; // behaviors aren't set up yet |
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return (fBehaviors[kWalk]->GetStrength() > 0 || fBehaviors[kRun]->GetStrength() > 0); |
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} |
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bool plAvBrainHuman::IsBehaviorPlaying(int behavior) |
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{ |
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if ((behavior < 0) || (behavior >= fBehaviors.Count())) |
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return false; |
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if (!fBehaviors[behavior]) |
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return false; |
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return (fBehaviors[behavior]->GetStrength() > 0); |
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} |
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void plAvBrainHuman::Write(hsStream *stream, hsResMgr *mgr) |
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{ |
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plArmatureBrain::Write(stream, mgr); |
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|
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stream->WriteBool(fIsActor); |
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} |
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void plAvBrainHuman::Read(hsStream *stream, hsResMgr *mgr) |
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{ |
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plArmatureBrain::Read(stream, mgr); |
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fIsActor = stream->ReadBool(); |
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} |
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bool plAvBrainHuman::MsgReceive(plMessage * msg) |
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{ |
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plControlEventMsg *ctrlMsg = plControlEventMsg::ConvertNoRef(msg); |
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if (ctrlMsg) |
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{ |
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return IHandleControlMsg(ctrlMsg); |
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} |
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plClimbMsg *climb = plClimbMsg::ConvertNoRef(msg); |
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if (climb) { |
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return IHandleClimbMsg(climb); |
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} |
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plSwimMsg *swim = plSwimMsg::ConvertNoRef(msg); |
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if (swim) |
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{ |
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if (swim->GetIsEntering()) |
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{ |
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plAvBrainSwim *swimBrain = new plAvBrainSwim(); |
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swimBrain->MsgReceive(swim); |
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fAvMod->PushBrain(swimBrain); |
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} |
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else |
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{ |
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hsStatusMessage("Got non-entering swim message. Discarding."); |
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} |
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return true; |
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} |
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plRideAnimatedPhysMsg *ride = plRideAnimatedPhysMsg::ConvertNoRef(msg); |
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if(ride) |
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{ |
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if(ride->Entering()) |
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{ |
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// Switch to dynamic walking strategy |
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delete fWalkingStrategy; |
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plSceneObject* avObj = fArmature->GetTarget(0); |
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plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); |
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plPhysicalControllerCore* controller = fAvMod->GetController(); |
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fWalkingStrategy = new plDynamicWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); |
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controller->SetMovementStrategy(fWalkingStrategy); |
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} |
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else |
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{ |
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// Restore default walking strategy |
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delete fWalkingStrategy; |
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plSceneObject* avObj = fArmature->GetTarget(0); |
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plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); |
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plPhysicalControllerCore* controller = fAvMod->GetController(); |
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fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); |
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controller->SetMovementStrategy(fWalkingStrategy); |
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} |
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} |
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|
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return plArmatureBrain::MsgReceive(msg); |
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} |
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bool plAvBrainHuman::IHandleClimbMsg(plClimbMsg *msg) |
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{ |
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bool isStartClimb = msg->fCommand == plClimbMsg::kStartClimbing; |
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if(isStartClimb) |
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{ |
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// let's build a seek task to get us to the attach point |
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plKey seekTarget = msg->fTarget; |
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plAvTaskSeek *seekTask = new plAvTaskSeek(seekTarget); |
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QueueTask(seekTask); |
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|
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// now a brain task to start the actual climb. |
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plAvBrainClimb::Mode startMode; |
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switch(msg->fDirection) |
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{ |
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case plClimbMsg::kUp: |
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startMode = plAvBrainClimb::kMountingUp; |
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break; |
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case plClimbMsg::kDown: |
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startMode = plAvBrainClimb::kMountingDown; |
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break; |
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case plClimbMsg::kLeft: |
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startMode = plAvBrainClimb::kMountingLeft; |
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break; |
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case plClimbMsg::kRight: |
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startMode = plAvBrainClimb::kMountingRight; |
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break; |
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} |
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plAvBrainClimb *brain = new plAvBrainClimb(startMode); |
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plAvTaskBrain *brainTask = new plAvTaskBrain(brain); |
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QueueTask(brainTask); |
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} |
|
// ** potentially controversial: |
|
// It's fairly easy for a human brain to hit a climb trigger - like when falling off a wall. |
|
// When this happens, We should just eat the message to keep it from travelling any further. |
|
// The argument against is that there might be a climb brain that actually wants the message, |
|
// but if that were true the message would have been given to that climb brain first. |
|
return true; |
|
} |
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|
|
float plAvBrainHuman::IGetTurnStrength(double timeNow) |
|
{ |
|
float result = 0.f; |
|
float timeToMaxTurn, maxTurnSpeed; |
|
plAvBrainHuman::TurnCurve turnCurve; |
|
if (fAvMod->FastKeyDown()) |
|
{ |
|
timeToMaxTurn = fRunTimeToMaxTurn; |
|
maxTurnSpeed = fRunMaxTurnSpeed; |
|
turnCurve = fRunTurnCurve; |
|
} |
|
else |
|
{ |
|
timeToMaxTurn = fWalkTimeToMaxTurn; |
|
maxTurnSpeed = fWalkMaxTurnSpeed; |
|
turnCurve = fWalkTurnCurve; |
|
} |
|
|
|
plArmatureBehavior * turnLeft = fBehaviors.Count() >= kMovingTurnLeft ? fBehaviors[kMovingTurnLeft] : nil; |
|
plArmatureBehavior * turnRight = fBehaviors.Count() >= kMovingTurnRight ? fBehaviors[kMovingTurnRight] : nil; |
|
|
|
float turnLeftStrength = turnLeft ? turnLeft->GetStrength() : 0.f; |
|
float turnRightStrength = turnRight ? turnRight->GetStrength() : 0.f; |
|
|
|
|
|
// Turning based on keypress |
|
if ((turnLeftStrength > 0.f) |
|
|| (turnRightStrength > 0.f) |
|
|| (!fWalkingStrategy->IsOnGround() |
|
&& !fWalkingStrategy->IsControlledFlight()) |
|
) { |
|
float t = (float)(timeNow - fStartedTurning); |
|
float turnSpeed; |
|
if(t > timeToMaxTurn) |
|
{ |
|
turnSpeed = maxTurnSpeed; |
|
} else { |
|
float n = t / timeToMaxTurn; // normalize |
|
|
|
switch(turnCurve) { |
|
case kTurnLinear: |
|
// linear |
|
turnSpeed = n * maxTurnSpeed; |
|
break; |
|
case kTurnExponential: |
|
// exponential |
|
turnSpeed = (n * n) * maxTurnSpeed; |
|
break; |
|
case kTurnLogarithmic: |
|
// logarithmic |
|
turnSpeed = n > .1 ? log10(n * 10) * maxTurnSpeed : .00001f; |
|
break; |
|
default: |
|
hsAssert(false, "What the heck?"); |
|
turnSpeed = 0.0f; |
|
} |
|
|
|
} |
|
result += fAvMod->GetKeyTurnStrength() * turnSpeed; |
|
} |
|
|
|
if (!fWalkingStrategy->IsControlledFlight()) |
|
result += fAvMod->GetAnalogTurnStrength() * maxTurnSpeed; |
|
|
|
return result; |
|
} |
|
|
|
bool plAvBrainHuman::IHandleTaskMsg(plAvTaskMsg *msg) |
|
{ |
|
if(plAvSeekMsg * seekM = plAvSeekMsg::ConvertNoRef(msg)) |
|
{ |
|
// seek and subclasses always have a seek first |
|
if(seekM->fSmartSeek) |
|
{ |
|
// use smart seek |
|
plAvTaskSeek * seek = new plAvTaskSeek(seekM); |
|
QueueTask(seek); |
|
} |
|
else |
|
if (!seekM->fNoSeek) |
|
{ |
|
// use dumb seek |
|
plAvSeekTask *seek = new plAvSeekTask(seekM->fSeekPoint, seekM->fAlignType, seekM->fAnimName); |
|
QueueTask(seek); |
|
} |
|
// else don't seek at all. |
|
|
|
plAvOneShotMsg * oneshotM = plAvOneShotMsg::ConvertNoRef(msg); |
|
if(oneshotM) |
|
{ |
|
// if it's a oneshot, add the oneshot task as well |
|
plAvOneShotTask *oneshot = new plAvOneShotTask(oneshotM, fAvMod, this); |
|
QueueTask(oneshot); |
|
} |
|
} else if (plAvPushBrainMsg *pushM = plAvPushBrainMsg::ConvertNoRef(msg)) { |
|
plAvTaskBrain * push = new plAvTaskBrain(pushM->fBrain); |
|
QueueTask(push); |
|
} else if (plAvPopBrainMsg *popM = plAvPopBrainMsg::ConvertNoRef(msg)) { |
|
plAvTaskBrain * pop = new plAvTaskBrain(); |
|
QueueTask(pop); |
|
} else if (plAvTaskMsg *taskM = plAvTaskMsg::ConvertNoRef(msg)) { |
|
plAvTask *task = taskM->GetTask(); |
|
QueueTask(task); |
|
} else { |
|
hsStatusMessageF("Couldn't recognize task message type.\n"); |
|
return plArmatureBrain::IHandleTaskMsg(msg); |
|
} |
|
return true; |
|
} |
|
|
|
void plAvBrainHuman::ResetIdle() |
|
{ |
|
if (fBehaviors.Count() > kIdle) |
|
fBehaviors[kIdle]->Rewind(); |
|
} |
|
|
|
void plAvBrainHuman::IdleOnly(bool instantOff) |
|
{ |
|
if (!fWalkingStrategy) |
|
return; |
|
|
|
float rate = instantOff ? 0.f : 1.f; |
|
|
|
int i; |
|
for (i = kWalk; i < fBehaviors.GetCount(); i++) |
|
fBehaviors[i]->SetStrength(0, rate); |
|
} |
|
|
|
bool plAvBrainHuman::IsMovementZeroBlend() |
|
{ |
|
int i; |
|
for (i = 0; i < fBehaviors.GetCount(); i++) |
|
{ |
|
if (i == kIdle || i == kFall) |
|
continue; |
|
|
|
if (fBehaviors[i]->GetStrength() > 0) |
|
return false; |
|
} |
|
return true; |
|
} |
|
|
|
void plAvBrainHuman::TurnToPoint(hsPoint3 point) |
|
{ |
|
if (!fWalkingStrategy->IsOnGround() || IsRunningTask() || fAvMod->GetCurrentBrain() != this || !IsMovementZeroBlend()) |
|
return; |
|
|
|
hsPoint3 avPos; |
|
fAvMod->GetTarget(0)->GetCoordinateInterface()->GetLocalToWorld().GetTranslate(&avPos); |
|
const plCoordinateInterface* subworldCI = nil; |
|
if (fAvMod->GetController()) |
|
subworldCI = fAvMod->GetController()->GetSubworldCI(); |
|
if (subworldCI) |
|
{ |
|
point = subworldCI->GetWorldToLocal() * point; |
|
avPos = subworldCI->GetWorldToLocal() * avPos; |
|
} |
|
|
|
plAvSeekMsg *msg = new plAvSeekMsg(nil, fAvMod->GetKey(), nil, 1.f, true); |
|
hsClearBits(msg->fFlags, plAvSeekMsg::kSeekFlagForce3rdPersonOnStart); |
|
hsSetBits(msg->fFlags, plAvSeekMsg::kSeekFlagNoWarpOnTimeout | plAvSeekMsg::kSeekFlagRotationOnly); |
|
msg->fTargetLookAt = point; |
|
msg->fTargetPos = avPos; |
|
msg->SetBCastFlag(plMessage::kNetPropagate); |
|
msg->Send(); |
|
} |
|
|
|
void plAvBrainHuman::IChatOn() |
|
{ |
|
plString chatAnimName = fAvMod->MakeAnimationName("Talk"); |
|
|
|
// check that we aren't adding this twice... |
|
if (!fAvMod->FindAnimInstance(chatAnimName)) |
|
{ |
|
plKey avKey = fAvMod->GetKey(); |
|
plAvAnimTask *animTask = new plAvAnimTask(chatAnimName, 0.0, 1.0, 1.0, 0.0, true, true, true); |
|
if (animTask) |
|
{ |
|
plAvTaskMsg *taskMsg = new plAvTaskMsg(avKey, avKey, animTask); |
|
taskMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
taskMsg->Send(); |
|
} |
|
} |
|
} |
|
|
|
void plAvBrainHuman::IChatOff() |
|
{ |
|
plString chatAnimName = fAvMod->MakeAnimationName("Talk"); |
|
plKey avKey = fAvMod->GetKey(); |
|
plAvAnimTask *animTask = new plAvAnimTask(chatAnimName, -1.0); |
|
if (animTask) |
|
{ |
|
plAvTaskMsg *taskMsg = new plAvTaskMsg(avKey, avKey, animTask); |
|
taskMsg->SetBCastFlag(plMessage::kNetPropagate); |
|
taskMsg->Send(); |
|
} |
|
} |
|
|
|
bool plAvBrainHuman::IInitAnimations() |
|
{ |
|
bool result = false; |
|
|
|
plAGAnim *idle = fAvMod->FindCustomAnim("Idle"); |
|
plAGAnim *walk = fAvMod->FindCustomAnim("Walk"); |
|
plAGAnim *run = fAvMod->FindCustomAnim("Run"); |
|
plAGAnim *walkBack = fAvMod->FindCustomAnim("WalkBack"); |
|
plAGAnim *stepLeft = fAvMod->FindCustomAnim("StepLeft"); |
|
plAGAnim *stepRight = fAvMod->FindCustomAnim("StepRight"); |
|
plAGAnim *standingLeft = fAvMod->FindCustomAnim("TurnLeft"); |
|
plAGAnim *standingRight = fAvMod->FindCustomAnim("TurnRight"); |
|
plAGAnim *fall = fAvMod->FindCustomAnim("Fall"); |
|
plAGAnim *standJump = fAvMod->FindCustomAnim("StandingJump"); |
|
plAGAnim *walkJump = fAvMod->FindCustomAnim("WalkingJump"); |
|
plAGAnim *runJump = fAvMod->FindCustomAnim("RunningJump"); |
|
plAGAnim *groundImpact = fAvMod->FindCustomAnim("GroundImpact"); |
|
plAGAnim *runningImpact = fAvMod->FindCustomAnim("RunningImpact"); |
|
plAGAnim *movingLeft = nil; // fAvMod->FindCustomAnim("LeanLeft"); |
|
plAGAnim *movingRight = nil; // fAvMod->FindCustomAnim("LeanRight"); |
|
plAGAnim *pushWalk = fAvMod->FindCustomAnim("BallPushWalk"); |
|
|
|
//plAGAnim *pushIdle = fAvMod->FindCustomAnim("BallPushIdle"); |
|
|
|
const float kDefaultFade = 3.0; // most animations fade in and out in 1/4 of a second. |
|
|
|
if (idle && walk && run && walkBack && standingLeft && standingRight && stepLeft && stepRight) |
|
{ |
|
plHBehavior *behavior; |
|
fBehaviors.SetCountAndZero(kHuBehaviorMax); |
|
fBehaviors[kIdle] = behavior = new Idle; |
|
behavior->Init(idle, true, this, fAvMod, kDefaultFade, kDefaultFade, kIdle, plHBehavior::kBehaviorTypeIdle); |
|
behavior->SetStrength(1.f, 0.f); |
|
|
|
fBehaviors[kWalk] = behavior = new Walk; |
|
behavior->Init(walk, true, this, fAvMod, kDefaultFade, 5.f, kWalk, plHBehavior::kBehaviorTypeWalk); |
|
|
|
fBehaviors[kRun] = behavior = new Run; |
|
behavior->Init(run, true, this, fAvMod, kDefaultFade, 2.0, kRun, plHBehavior::kBehaviorTypeRun); |
|
|
|
fBehaviors[kWalkBack] = behavior = new WalkBack; |
|
behavior->Init(walkBack, true, this, fAvMod, kDefaultFade, kDefaultFade, kWalkBack, plHBehavior::kBehaviorTypeWalkBack); |
|
|
|
fBehaviors[kStandingTurnLeft] = behavior = new StandingTurnLeft; |
|
behavior->Init(standingLeft, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnLeft, plHBehavior::kBehaviorTypeTurnLeft); |
|
|
|
fBehaviors[kStandingTurnRight] = behavior = new StandingTurnRight; |
|
behavior->Init(standingRight, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnRight, plHBehavior::kBehaviorTypeTurnRight); |
|
|
|
fBehaviors[kStepLeft] = behavior = new StepLeft; |
|
behavior->Init(stepLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepLeft, plHBehavior::kBehaviorTypeSidestepLeft); |
|
|
|
fBehaviors[kStepRight] = behavior = new StepRight; |
|
behavior->Init(stepRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepRight, plHBehavior::kBehaviorTypeSidestepRight); |
|
|
|
// Warning: Changing the blend times of the jump animations will affect the path you take, because until we're fully blended, |
|
// we won't be using the full motion defined in the animation. This isn't an issue for standing jump, but you need to be |
|
// aware of it for the walk/run jumps. |
|
fBehaviors[kFall] = behavior = new Fall; |
|
behavior->Init(fall, true, this, fAvMod, 1.0f, 10, kFall, plHBehavior::kBehaviorTypeFall); |
|
|
|
fBehaviors[kStandingJump] = behavior = new StandingJump; |
|
behavior->Init(standJump, false, this, fAvMod, kDefaultFade, kDefaultFade, kStandingJump, plHBehavior::kBehaviorTypeStandingJump); |
|
|
|
fBehaviors[kWalkingJump] = behavior = new WalkingJump; |
|
behavior->Init(walkJump, false, this, fAvMod, 10, 3.0, kWalkingJump, plHBehavior::kBehaviorTypeWalkingJump); |
|
|
|
fBehaviors[kRunningJump] = behavior = new RunningJump; |
|
behavior->Init(runJump, false, this, fAvMod, 10, 2.0, kRunningJump, plHBehavior::kBehaviorTypeRunningJump); |
|
|
|
fBehaviors[kGroundImpact] = behavior = new GroundImpact; |
|
behavior->Init(groundImpact, false, this, fAvMod, 6.0f, kDefaultFade, kGroundImpact, plHBehavior::kBehaviorTypeGroundImpact); |
|
|
|
fBehaviors[kRunningImpact] = behavior = new RunningImpact; |
|
behavior->Init(runningImpact, false, this, fAvMod, 6.0f, kDefaultFade, kRunningImpact, plHBehavior::kBehaviorTypeRunningImpact); |
|
|
|
fBehaviors[kMovingTurnLeft] = behavior = new MovingTurnLeft; |
|
behavior->Init(movingLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnLeft, plHBehavior::kBehaviorTypeMovingTurnLeft); |
|
|
|
fBehaviors[kMovingTurnRight] = behavior = new MovingTurnRight; |
|
behavior->Init(movingRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnRight, plHBehavior::kBehaviorTypeMovingTurnRight); |
|
|
|
fBehaviors[kPushWalk] = behavior = new PushWalk; |
|
behavior->Init(pushWalk, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushWalk, plHBehavior::kBehaviorTypePushWalk); |
|
|
|
//fBehaviors[kPushIdle] = behavior = new PushIdle; |
|
//behavior->Init(pushIdle, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushIdle, plHBehavior::kBehaviorTypePushIdle); |
|
|
|
result = true; |
|
} |
|
|
|
return result; |
|
} |
|
|
|
bool plAvBrainHuman::RunStandardBehaviors(double timeNow, float elapsed) |
|
{ |
|
int i; |
|
for (i = 0; i < fBehaviors.GetCount(); i++) |
|
{ |
|
plHBehavior *behavior = (plHBehavior*)fBehaviors[i]; |
|
if (behavior->PreCondition(timeNow, elapsed)) |
|
{ |
|
behavior->SetStrength(1.f, behavior->fFadeIn); |
|
behavior->Process(timeNow, elapsed); |
|
fPreconditions |= behavior->GetType(); |
|
} |
|
else |
|
{ |
|
behavior->SetStrength(0.f, behavior->fFadeOut); |
|
fPreconditions &= ~behavior->GetType(); |
|
} |
|
} |
|
return true; |
|
} |
|
|
|
void plAvBrainHuman::SetStartedTurning(double when) |
|
{ |
|
fStartedTurning = when; |
|
} |
|
|
|
void plAvBrainHuman::Spawn(double timeNow) |
|
{ |
|
plArmatureBrain::Spawn(timeNow); |
|
IdleOnly(true); // reset any behavior state we may have accumulated while waiting to spawn |
|
|
|
// IdleOnly will set the blends of all anims to zero, and setting the blends will tell the AGModifier |
|
// that it needs to compile. Trouble is, the modifier only checks once per frame. MoveViaAnimation |
|
// works on the physics timestep, and will get called before compilation happens. It will go straight |
|
// to the old compiled channel, ignore the blends and still move via any anim that was playing before |
|
// we linked (only for the first frame). |
|
// |
|
// Trouble is, that first frame is usually a large physics step which we don't fully resolve. This means |
|
// we could miss our spawn point, or worse, spawn into collision geometry and fall through. |
|
// |
|
// So we force the modifier to recompile. |
|
if (fAvMod) |
|
fAvMod->Compile(timeNow); |
|
} |
|
|
|
bool plAvBrainHuman::LeaveAge() |
|
{ |
|
plPhysicalControllerCore* controller = fAvMod->GetController(); |
|
|
|
// If our current walking strategy is dynamic, restore the default kinematic strategy. |
|
if (!fWalkingStrategy->IsKinematic()) |
|
{ |
|
delete fWalkingStrategy; |
|
plSceneObject* avObj = fArmature->GetTarget(0); |
|
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index()))); |
|
fWalkingStrategy = new plWalkingStrategy(agMod->GetApplicator(kAGPinTransform), controller); |
|
} |
|
|
|
fWalkingStrategy->Reset(true); |
|
|
|
plArmatureBrain::LeaveAge(); |
|
|
|
// pin the physical so it doesn't fall when the world is deleted |
|
fAvMod->EnablePhysics(false); |
|
|
|
return false; |
|
} |
|
|
|
void plAvBrainHuman::DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt) |
|
{ |
|
sprintf(strBuf, "Brain type: Human"); |
|
debugTxt.DrawString(x, y, strBuf); |
|
y += lineHeight; |
|
|
|
const char *grounded = fWalkingStrategy->IsOnGround() ? "yes" : "no"; |
|
const char *pushing = (fWalkingStrategy->GetPushingPhysical() ? (fWalkingStrategy->GetFacingPushingPhysical() ? "facing" : "behind") : "none"); |
|
sprintf(strBuf, "Ground: %3s, AirTime: %5.2f (Peak: %5.2f), PushingPhys: %6s", |
|
grounded, fWalkingStrategy->GetAirTime(), fWalkingStrategy->GetImpactTime(), pushing); |
|
debugTxt.DrawString(x, y, strBuf); |
|
y += lineHeight; |
|
|
|
int i; |
|
//strBuf[0] = '\0'; |
|
//for (i = 0; i < 32; i++) |
|
// strcat(strBuf, fPreconditions & (0x1 << i) ? "1" : "0"); |
|
//debugTxt.DrawString(x, y, strBuf); |
|
//y += lineHeight; |
|
|
|
for (i = 0; i < fBehaviors.GetCount(); i++) |
|
fBehaviors[i]->DumpDebug(x, y, lineHeight, strBuf, debugTxt); |
|
|
|
debugTxt.DrawString(x, y, "Tasks:"); |
|
y += lineHeight; |
|
|
|
if(fCurTask) |
|
{ |
|
debugTxt.DrawString(x, y, "Current task:"); |
|
y += lineHeight; |
|
|
|
int indentedX = x + 4; |
|
fCurTask->DumpDebug("-", indentedX, y, lineHeight, strBuf, debugTxt); |
|
} |
|
int tasks = fTaskQueue.size(); |
|
if(tasks > 0) |
|
{ |
|
debugTxt.DrawString(x, y, "Tasks in the Queue:"); |
|
y += lineHeight; |
|
|
|
int indentedX = x + 4; |
|
|
|
for (int i = 0; i < tasks; i++) |
|
{ |
|
plAvTask *each = fTaskQueue[i]; |
|
each->DumpDebug("-", indentedX, y, lineHeight, strBuf, debugTxt); |
|
} |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////////////////// |
|
|
|
///////////////////////////////////////////////////////////// |
|
// BEHAVIOR |
|
|
|
plHBehavior::plHBehavior() : |
|
fAvMod(nil), |
|
fHuBrain(nil), |
|
fFadeIn(1.0f), |
|
fFadeOut(-1.0f), |
|
fMaxBlend(1.0f) |
|
{ |
|
} |
|
|
|
plHBehavior::~plHBehavior() |
|
{ |
|
} |
|
|
|
void plHBehavior::Init(plAGAnim *anim, bool loop, plAvBrainHuman *brain, |
|
plArmatureMod *body, float fadeIn, float fadeOut, |
|
uint8_t index, uint32_t type /* = 0 */) |
|
{ |
|
plArmatureBehavior::Init(anim, loop, brain, body, index); |
|
fAvMod = body; |
|
fHuBrain = brain; |
|
fFadeIn = fadeIn; |
|
fFadeOut = fadeOut; |
|
fType = type; |
|
|
|
fStartMsgSent = false; // start message hasn't been sent yet |
|
fStopMsgSent = false; // stop message hasn't been sent yet |
|
} |
|
|
|
void plHBehavior::IStart() |
|
{ |
|
plArmatureBehavior::IStart(); |
|
fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false); |
|
|
|
if (!fStartMsgSent) |
|
fAvMod->IFireBehaviorNotify(fType); |
|
|
|
fStartMsgSent = true; // we just sent a start message |
|
fStopMsgSent = false; // we haven't sent a stop message yet |
|
} |
|
|
|
void plHBehavior::IStop() |
|
{ |
|
plArmatureBehavior::IStop(); |
|
fAvMod->SynchIfLocal(hsTimer::GetSysSeconds(), false); |
|
|
|
if (!fStopMsgSent) |
|
fAvMod->IFireBehaviorNotify(fType, false); |
|
|
|
fStartMsgSent = false; // we haven't sent a start message yet |
|
fStopMsgSent = true; // we just sent a stop message |
|
} |
|
|
|
static plRandom sRandom; |
|
void Idle::IStart() |
|
{ |
|
plHBehavior::IStart(); |
|
if (fAnim) |
|
{ |
|
float newStart = sRandom.RandZeroToOne() * fAnim->GetAnimation()->GetLength(); |
|
fAnim->SetCurrentTime(newStart, true); |
|
} |
|
} |
|
|
|
bool Run::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (fAvMod->ForwardKeyDown() && fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool Walk::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (fAvMod->ForwardKeyDown() && !fAvMod->FastKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool WalkBack::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (fAvMod->BackwardKeyDown() && !fAvMod->ForwardKeyDown() && fHuBrain->fWalkingStrategy->IsOnGround() && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool StepLeft::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
return ((fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) && |
|
!(fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) && |
|
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && |
|
fHuBrain->fWalkingStrategy->IsOnGround()); |
|
} |
|
return false; |
|
} |
|
|
|
bool StepRight::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
return ((fAvMod->StrafeRightKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnRightKeyDown())) && |
|
!(fAvMod->StrafeLeftKeyDown() || (fAvMod->StrafeKeyDown() && fAvMod->TurnLeftKeyDown())) && |
|
!(fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && |
|
fHuBrain->fWalkingStrategy->IsOnGround()); |
|
} |
|
return false; |
|
} |
|
|
|
bool StandingTurnLeft::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown() && !fAvMod->StrafeKeyDown() && |
|
!fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown()) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool StandingTurnRight::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (fAvMod->TurnRightKeyDown() && !fAvMod->TurnLeftKeyDown() && !fAvMod->StrafeKeyDown() && |
|
!fAvMod->ForwardKeyDown() && !fAvMod->BackwardKeyDown()) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
void MovingTurn::IStart() |
|
{ |
|
plHBehavior::IStart(); |
|
fHuBrain->SetStartedTurning(hsTimer::GetSysSeconds()); |
|
} |
|
|
|
bool MovingTurnLeft::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAvMod->GetTurnStrength() > 0) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool MovingTurnRight::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAvMod->GetTurnStrength() < 0) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->IsOnGround() && (fAvMod->ForwardKeyDown() || fAvMod->BackwardKeyDown()) && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void Jump::IStart() |
|
{ |
|
fHuBrain->fWalkingStrategy->EnableControlledFlight(true); |
|
|
|
plHBehavior::IStart(); |
|
} |
|
|
|
void Jump::IStop() |
|
{ |
|
fHuBrain->fWalkingStrategy->EnableControlledFlight(false); |
|
|
|
plHBehavior::IStop(); |
|
} |
|
|
|
bool StandingJump::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (GetStrength() > 0.f) |
|
{ |
|
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || |
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) |
|
{ |
|
return false; |
|
} |
|
return !fAnim->IsFinished(); |
|
} |
|
else |
|
{ |
|
if (fAvMod->JumpKeyDown() && |
|
!fAvMod->ForwardKeyDown() && |
|
fAnim->GetBlend() == 0.0f && |
|
fHuBrain->fWalkingStrategy->IsOnGround()) |
|
{ |
|
if (fAvMod->ConsumeJump()) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool WalkingJump::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (GetStrength() > 0.f) |
|
{ |
|
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || |
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) |
|
{ |
|
return false; |
|
} |
|
return !fAnim->IsFinished(); |
|
} |
|
else |
|
{ |
|
if (fAvMod->JumpKeyDown() && |
|
!fAvMod->FastKeyDown() && |
|
fAvMod->ForwardKeyDown() && |
|
fAnim->GetBlend() == 0.0f && |
|
fHuBrain->fWalkingStrategy->IsOnGround() && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
{ |
|
if (fAvMod->ConsumeJump()) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool RunningJump::PreCondition(double time, float elapsed) |
|
{ |
|
if (fAnim) |
|
{ |
|
if (GetStrength() > 0.f) |
|
{ |
|
if (!fHuBrain->fWalkingStrategy->IsControlledFlight() || |
|
fAnim->GetTimeConvert()->WorldToAnimTimeNoUpdate(time) >= fAnim->GetTimeConvert()->GetEnd()) |
|
{ |
|
return false; |
|
} |
|
return !fAnim->IsFinished(); |
|
} |
|
else |
|
{ |
|
if (fAvMod->JumpKeyDown() && |
|
fAvMod->ForwardKeyDown() && |
|
fAvMod->FastKeyDown() && |
|
fAnim->GetBlend() == 0.0f && |
|
fHuBrain->fWalkingStrategy->IsOnGround() && |
|
(!fHuBrain->fWalkingStrategy->GetPushingPhysical() || !fHuBrain->fWalkingStrategy->GetFacingPushingPhysical())) |
|
{ |
|
if (fAvMod->ConsumeJump()) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
|
|
static const float kRunningImpactThresh = -1.0f; |
|
static const float kFullImpactVel = 30.0f; // At this velocity (or greater) we blend the impact at full strength. |
|
static const float kMinImpactVel = 10.f; |
|
|
|
// If we just test IsOnGround(), we do a lot of impacts while running down stairs, so the impact |
|
// behaviors have a more forgiving threshold. |
|
static const float kMinAirTime = .5f; |
|
|
|
RunningImpact::RunningImpact() : fDuration(0.0f) {} |
|
|
|
bool RunningImpact::PreCondition(double time, float elapsed) |
|
{ |
|
if (fDuration > 0.0f) |
|
fDuration = fDuration - elapsed; |
|
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY < kRunningImpactThresh) |
|
{ |
|
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); |
|
if (fMaxBlend > 1) |
|
fMaxBlend = 1; |
|
fDuration = 1.0f / fFadeIn; |
|
} |
|
} |
|
} |
|
return(fDuration > 0.0f); |
|
} |
|
|
|
void RunningImpact::IStop() |
|
{ |
|
fDuration = 0.0f; |
|
plHBehavior::IStop(); |
|
} |
|
|
|
GroundImpact::GroundImpact() : fDuration(0.0f) {} |
|
|
|
bool GroundImpact::PreCondition(double time, float elapsed) |
|
{ |
|
|
|
bool result = false; |
|
if (fDuration > 0.0f) |
|
fDuration = fDuration - elapsed; |
|
else if (fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->GetImpactTime() > kMinAirTime) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ < -kMinImpactVel) |
|
{ |
|
if (fHuBrain->fWalkingStrategy->GetImpactVelocity().fY >= kRunningImpactThresh) |
|
{ |
|
fMaxBlend = 0.5f + (0.5f * (-fHuBrain->fWalkingStrategy->GetImpactVelocity().fZ / (kFullImpactVel - kMinImpactVel))); |
|
if (fMaxBlend > 1) |
|
fMaxBlend = 1; |
|
fDuration = 1.0f / fFadeIn; |
|
} |
|
} |
|
} |
|
|
|
return(fDuration > 0.0f); |
|
} |
|
|
|
void GroundImpact::IStop() |
|
{ |
|
fDuration = 0.0f; |
|
plHBehavior::IStop(); |
|
} |
|
|
|
bool Fall::PreCondition(double time, float elapsed) |
|
{ |
|
return !fHuBrain->fWalkingStrategy->IsOnGround() && fHuBrain->fWalkingStrategy->HitGroundInThisAge(); |
|
} |
|
|
|
void Fall::Process(double time, float elapsed) |
|
{ |
|
// We don't see remote players panic link (from timeouts) because we don't know if they're |
|
// really falling, or if our understanding of their physical location is just not up-to-date. |
|
if (plAvatarMgr::GetInstance()->GetLocalAvatar() == fAvMod) |
|
{ |
|
if (fAnim && fAnim->GetBlend() > 0.8) |
|
{ |
|
float panicThresh = plAvBrainHuman::kAirTimePanicThreshold; |
|
if (panicThresh > 0.0f && fHuBrain->fWalkingStrategy->GetAirTime() > panicThresh) |
|
{ |
|
fHuBrain->IdleOnly(); // clear the fall state; we're going somewhere new |
|
fAvMod->PanicLink(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
extern float QuatAngleDiff(const hsQuat &a, const hsQuat &b); |
|
void Push::Process(double time, float elapsed) |
|
{ |
|
hsQuat rot; |
|
hsPoint3 pos; |
|
fAvMod->GetPositionAndRotationSim(&pos, &rot); |
|
|
|
hsPoint3 lookAt; |
|
fHuBrain->fWalkingStrategy->GetPushingPhysical()->GetPositionSim(lookAt); |
|
hsVector3 up(0.f, 0.f, 1.f); |
|
float angle = atan2(lookAt.fY - pos.fY, lookAt.fX - pos.fX) + M_PI / 2; |
|
hsQuat targRot(angle, &up); |
|
|
|
const float kTurnSpeed = 3.f; |
|
float angDiff = QuatAngleDiff(rot, targRot); |
|
float turnSpeed = (angDiff > elapsed * kTurnSpeed ? kTurnSpeed : angDiff / elapsed); |
|
|
|
hsQuat invRot = targRot.Conjugate(); |
|
hsPoint3 globFwd = invRot.Rotate(&kAvatarForward); |
|
globFwd = rot.Rotate(&globFwd); |
|
|
|
if (globFwd.fX < 0) |
|
fHuBrain->fWalkingStrategy->SetTurnStrength(-turnSpeed); |
|
else |
|
fHuBrain->fWalkingStrategy->SetTurnStrength(turnSpeed); |
|
} |
|
|
|
//bool PushIdle::PreCondition(double time, float elapsed) |
|
//{ |
|
// return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && |
|
// fHuBrain->fWalkingStrategy->IsOnGround() && |
|
// !fAvMod->TurnLeftKeyDown() && !fAvMod->TurnRightKeyDown() |
|
// && fAvMod->GetTurnStrength() == 0); |
|
//} |
|
|
|
bool PushWalk::PreCondition(double time, float elapsed) |
|
{ |
|
return (fHuBrain->fWalkingStrategy->GetPushingPhysical() && fHuBrain->fWalkingStrategy->GetFacingPushingPhysical() && |
|
fHuBrain->fWalkingStrategy->IsOnGround() && |
|
fAvMod->ForwardKeyDown()); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////////////////////// |
|
// |
|
// UTIL FUNCTIONS |
|
// |
|
///////////////////////////////////////////////////////////////////////////////////////// |
|
|
|
bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const char *idleAnim, const char *exitAnim, |
|
bool netPropagate, bool autoExit, plAGAnim::BodyUsage bodyUsage, plAvBrainGeneric::BrainType type /* = kGeneric */) |
|
{ |
|
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index())); |
|
const char *names[3] = {enterAnim, idleAnim, exitAnim}; |
|
if (!huBrain || !huBrain->fWalkingStrategy->IsOnGround() || !huBrain->fWalkingStrategy->HitGroundInThisAge() || huBrain->IsRunningTask() || |
|
!avatar->IsPhysicsEnabled() || avatar->FindMatchingGenericBrain(names, 3)) |
|
return false; |
|
|
|
// XXX |
|
if (type == plAvBrainGeneric::kSit || type == plAvBrainGeneric::kSitOnGround) |
|
{ |
|
plAvBrainSwim *swimBrain = plAvBrainSwim::ConvertNoRef(avatar->GetCurrentBrain()); |
|
if (swimBrain && !swimBrain->IsWalking()) |
|
return false; |
|
} |
|
|
|
// if autoExit is true, then we will immediately exit the idle loop when the user hits a move |
|
// key. otherwise, we'll loop until someone sends a message telling us explicitly to advance |
|
plAnimStage::AdvanceType idleAdvance = autoExit ? plAnimStage::kAdvanceOnMove : plAnimStage::kAdvanceNone; |
|
|
|
plAnimStageVec *v = new plAnimStageVec; |
|
plAnimStage *s1 = new plAnimStage(enterAnim, |
|
0, |
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone, |
|
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone, |
|
0); |
|
v->push_back(s1); |
|
plAnimStage *s2 = new plAnimStage(idleAnim, 0, |
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone, |
|
idleAdvance, plAnimStage::kRegressNone, |
|
-1); |
|
v->push_back(s2); |
|
plAnimStage *s3 = new plAnimStage(exitAnim, 0, |
|
plAnimStage::kForwardAuto, plAnimStage::kBackNone, |
|
plAnimStage::kAdvanceAuto, plAnimStage::kRegressNone, |
|
0); |
|
v->push_back(s3); |
|
|
|
plAvBrainGeneric *b = new plAvBrainGeneric(v, nil, nil, nil, plAvBrainGeneric::kExitAnyTask | plAvBrainGeneric::kExitNewBrain, |
|
2.0f, 2.0f, plAvBrainGeneric::kMoveStandstill); |
|
|
|
b->SetBodyUsage(bodyUsage); |
|
b->SetType(type); |
|
|
|
plAvTaskBrain *bt = new plAvTaskBrain(b); |
|
plAvTaskMsg *btm = new plAvTaskMsg(plAvatarMgr::GetInstance()->GetKey(), avatar->GetKey(), bt); |
|
if(netPropagate) |
|
btm->SetBCastFlag(plMessage::kNetPropagate); |
|
btm->Send(); |
|
|
|
return true; |
|
} |
|
|
|
bool AvatarEmote(plArmatureMod *avatar, const char *emoteName) |
|
{ |
|
bool result = false; |
|
plString fullName = avatar->MakeAnimationName(emoteName); |
|
plAGAnim *anim = plAGAnim::FindAnim(fullName); |
|
plEmoteAnim *emote = plEmoteAnim::ConvertNoRef(anim); |
|
bool alreadyActive = avatar->FindAnimInstance(fullName) != nil; |
|
plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index())); |
|
|
|
// XXX |
|
plAvBrainSwim *swimBrain = plAvBrainSwim::ConvertNoRef(avatar->GetCurrentBrain()); |
|
if (swimBrain && swimBrain->IsSwimming()) |
|
return false; |
|
|
|
if (huBrain && huBrain->fWalkingStrategy->IsOnGround() && huBrain->fWalkingStrategy->HitGroundInThisAge() && !huBrain->IsRunningTask() && |
|
emote && !alreadyActive && avatar->IsPhysicsEnabled()) |
|
{ |
|
plKey avKey = avatar->GetKey(); |
|
float fadeIn = emote->GetFadeIn(); |
|
float fadeOut = emote->GetFadeOut(); |
|
plAnimStage *s1 = new plAnimStage(emoteName, |
|
0, |
|
plAnimStage::kForwardAuto, |
|
plAnimStage::kBackNone, |
|
plAnimStage::kAdvanceOnMove, |
|
plAnimStage::kRegressNone, |
|
0); |
|
plAnimStageVec *v = new plAnimStageVec; |
|
v->push_back(s1); |
|
|
|
plAvBrainGeneric *b = new plAvBrainGeneric(v, nil, nil, nil, |
|
plAvBrainGeneric::kExitAnyInput | plAvBrainGeneric::kExitNewBrain | plAvBrainGeneric::kExitAnyTask, |
|
2.0f, 2.0f, huBrain->IsActor() ? plAvBrainGeneric::kMoveRelative : plAvBrainGeneric::kMoveStandstill); |
|
b->SetType(plAvBrainGeneric::kEmote); |
|
b->SetBodyUsage(emote->GetBodyUsage()); |
|
plAvTaskBrain *bt = new plAvTaskBrain(b); |
|
plAvTaskMsg *btm = new plAvTaskMsg(plAvatarMgr::GetInstance()->GetKey(), avKey, bt); |
|
btm->SetBCastFlag(plMessage::kNetPropagate); |
|
btm->Send(); |
|
|
|
result = true; |
|
} |
|
return result; |
|
} |
|
|
|
|