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/*==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 <http://www.gnu.org/licenses/>.
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
Mead, WA 99021
*==LICENSE==*/
#ifndef PLAVTASKSEEK_INC
#define PLAVTASKSEEK_INC
#pragma once
#include "plAvatarTasks.h"
#include "hsQuat.h"
#include "..\CoreLib\hsGeometry3.h"
class plArmatureMod;
class plArmatureBrain;
class plAvBrainHuman;
class plSceneObject;
// PLAVTASKSEEK
class plAvTaskSeek : public plAvTask
{
public:
static hsBool fLogProcess;
enum State {
kSeekRunNormal,
kSeekAbort,
};
UInt8 fState;
enum
{
kSeekFlagUnForce3rdPersonOnFinish = 0x1,
kSeekFlagForce3rdPersonOnStart = 0x2,
kSeekFlagNoWarpOnTimeout = 0x4,
kSeekFlagRotationOnly = 0x8,
};
plAvTaskSeek();
plAvTaskSeek(plKey target);
plAvTaskSeek(plAvSeekMsg *msg);
plAvTaskSeek(plKey target, plAvAlignment align, const char *animName, bool moving);
void SetTarget(plKey target);
void SetTarget(hsPoint3 &pos, hsPoint3 &lookAt);
/** Initiate the task; make sure we're running on the right type of brain, save off
user input state, and turn off any other running behaviors.*/
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
/** Progress towards the goal using a combination of walking and cheating-via-sliding.
Returns true if we're still working on it; false if we're done. */
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
/** Restore user input state, etc. */
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
/** clear our target, and when we try to eval, we'll just finish */
virtual void LeaveAge(plArmatureMod *avatar);
/** Spew "useful" information to the game screen. Used when Avatar.Debug is active. */
virtual void DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt);
void DumpToAvatarLog(plArmatureMod *avatar);
CLASSNAME_REGISTER( plAvTaskSeek );
GETINTERFACE_ANY( plAvTaskSeek, plAvTask );
protected:
/////////////////////////////////////////////////////////////////////////////////////
//
// METHODS
//
/////////////////////////////////////////////////////////////////////////////////////
/** Called by constructors */
void IInitDefaults();
/** Make some observations about our current relation to our target.
Done every frame. */
hsBool IAnalyze(plArmatureMod *avatar);
/** Progress towards the goal. We get as close as we can by just pushing the same
buttons as the user (forward, turn, etc.) when we're really close we slide
around a bit so we can wind up on the *exact* initial orientation. */
hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
/** Okay, we're in the pure cheating mode now. Try to wrap it up;
returns true when it's finally there. */
bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
/** Final cheating for position */
hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed);
/** Final cheating for rotation */
hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed);
/** If our target's moving, cache its new position and orientation for later math */
hsBool IUpdateObjective(plArmatureMod *avatar);
/////////////////////////////////////////////////////////////////////////////////////
//
// VARS
//
/////////////////////////////////////////////////////////////////////////////////////
plSceneObject * fSeekObject; // the seek target....
hsQuat fSeekRot; // The (current) orientation of our objective
hsPoint3 fSeekPos; // The (current) position of our objective
bool fMovingTarget; // do we check our target's position each frame?
// animation alignment:
// sometimes your seek position depends on a particular animation
// for example, you can say "find a good start point so that you can play this animation
// and have your handle wind up here" i.e: aligntype = "kAlignHandleAnimEnd"
plAvAlignment fAlign; // how to line up with the seek point
const char * fAnimName; // an (optional) anim to use to line up our target
// so you can say "seek to a place where your hand
// will be here after you play animation foo"
hsPoint3 fPosition; // our current position
hsQuat fRotation; // our current rotation
// These are set to true once we EVER get close enough to the goal, so that if we fall out
// of range from the anim blend out, we don't later try and correct again, and get in a fun
// little back-and-forth loop.
hsBool fPosGoalHit;
hsBool fRotGoalHit;
hsBool fStillPositioning; // haven't yet reached the final position
hsBool fStillRotating; // haven't yet reached the final orientation
hsVector3 fGoalVec; // vec from us to the goal
hsScalar fDistance; // how far to the goal?
hsScalar fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
hsScalar fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
hsScalar fDistForward; // distance straight forward to goal plane
hsScalar fDistRight; // distance straight right to goal plane
hsScalar fShuffleRange;
hsScalar fMaxSidleAngle; // in right . goal
hsScalar fMaxSidleRange; // in feet
hsScalar fMinFwdAngle; // in fwd . goal
hsScalar fMaxBackAngle; // in fwd . goal
double fStartTime;
UInt8 fFlags;
plKey fNotifyFinishedKey; // Send a message to this key when we're done.
};
#endif