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