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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/>.
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 PL_AV_BRAIN_CRITTER_H
#define PL_AV_BRAIN_CRITTER_H
#include "plAvBrain.h"
#include "hsTemplates.h"
#include "../pnKeyedObject/plKey.h"
class plArmatureMod;
class plWalkingController;
class plAIMsg;
class plAvBrainCritter : public plArmatureBrain
{
public:
enum CritterMode
{
kIdle = 0,
kRun,
kNumDefaultModes
// anything >= kNumDefaultModes is user
};
enum Anims
{
kIdleAnim = 0,
kRunAnim,
kNumDefaultAnims
// anything >= kNumDefaultAnims this is user
};
plAvBrainCritter();
virtual ~plAvBrainCritter();
CLASSNAME_REGISTER(plAvBrainCritter);
GETINTERFACE_ANY(plAvBrainCritter, plArmatureBrain);
hsBool Apply(double time, hsScalar elapsed);
hsBool MsgReceive(plMessage* msg);
virtual void Activate(plArmatureModBase* avMod);
virtual void Deactivate();
virtual void Suspend();
virtual void Resume();
void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true,
float fadeInLen = 2.f, float fadeOutLen = 2.f);
void StartBehavior(const std::string& behaviorName, bool fade = true);
bool RunningBehavior(const std::string& behaviorName) const;
void LocallyControlled(bool local) {fLocallyControlled = local;}
bool LocallyControlled() const {return fLocallyControlled;}
std::string BehaviorName(int behavior) const;
std::string AnimationName(int behavior) const;
int CurBehavior() const {return fCurMode;}
int NextBehavior() const {return fNextMode;}
std::string IdleBehaviorName() const;
std::string RunBehaviorName() const;
void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false);
hsPoint3 CurrentGoal() const {return fFinalGoalPos;}
bool AvoidingAvatars() const {return fAvoidingAvatars;}
bool AtGoal() const;
void StopDistance(hsScalar stopDistance) {fStopDistance = stopDistance; fStopDistanceSquared = fStopDistance * fStopDistance;}
hsScalar StopDistance() const {return fStopDistance;}
void SightCone(hsScalar coneRad);
hsScalar SightCone() const {return fSightConeAngle;}
void SightDistance(hsScalar sightDis) {fSightDistance = sightDis; fSightDistanceSquared = fSightDistance * fSightDistance;}
hsScalar SightDistance() const {return fSightDistance;}
void HearingDistance(hsScalar hearDis);
hsScalar HearingDistance() const {return fHearingDistance;}
bool CanSeeAvatar(unsigned long id) const;
bool CanHearAvatar(unsigned long id) const;
std::vector<unsigned long> PlayersICanSee() const;
std::vector<unsigned long> PlayersICanHear() const;
hsVector3 VectorToPlayer(unsigned long id) const;
void AddReceiver(const plKey key);
void RemoveReceiver(const plKey key);
virtual void DumpToDebugDisplay(int& x, int& y, int lineHeight, char* strBuf, plDebugText& debugTxt);
plWalkingController* GetCallbackAction() {return fCallbackAction;}
// For the console
static bool fDrawDebug;
protected:
virtual hsBool IInitBaseAnimations();
int IPickBehavior(int behavior) const;
int IPickBehavior(const std::string& behavior) const;
void IFadeOutBehavior(); // fades out fCurMode
void IStartBehavior(); // fades in and initializes fNextMode, then sets fCurMode
void IProcessBehavior(double time, float elapsed); // processes fCurMode
void IEvalGoal();
hsScalar IGetTurnStrength(double time) const;
std::vector<unsigned long> IGetAgePlayerIDList() const;
bool ICanSeeAvatar(plArmatureMod* avatar) const;
bool ICanHearAvatar(plArmatureMod* avatar) const;
std::vector<plArmatureMod*> IAvatarsICanSee() const;
std::vector<plArmatureMod*> IAvatarsICanHear() const;
plWalkingController* fCallbackAction;
int fCurMode; // current behavior we are running
int fNextMode; // the next behavior to run (-1 if we aren't switching on next eval)
bool fFadingNextBehavior; // is the next behavior supposed to blend?
bool fLocallyControlled; // is our local AI script the one making all the choices?
bool fAvoidingAvatars; // are we avoiding avatars to the best of our ability when pathfinding?
hsPoint3 fFinalGoalPos; // the location we are pathfinding to
hsPoint3 fImmediateGoalPos; // the location of the point we are immediately going towards (not necessarily our final goal)
hsScalar fDotGoal; // dot product to our goal
hsScalar fAngRight; // dot product of our local right-hand vector to our goal
hsScalar fStopDistance; // how close we need to get to our goal before stopping
hsScalar fStopDistanceSquared; // the above, squared, for faster calculation
hsScalar 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)
hsScalar 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)
hsScalar fSightDistance; // how far away we can see (cone in front of us)
hsScalar fSightDistanceSquared; // the above, squared, for faster calculation
hsScalar fHearingDistance; // how far away we can hear (360 degrees)
hsScalar fHearingDistanceSquared; // the above, squared, for faster calculation
hsScalar fLoudHearingDistanceSquared; // how far away we can hear loud noises, squared, for faster calculation
std::map<std::string, std::vector<int> > fUserBehaviors; // string is behavior name, internal vector is the list of behaviors that are randomly picked from
std::vector<plKey> fReceivers; // list of people that want messages from us
};
#endif // PL_AV_BRAIN_CRITTER_H