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188 lines
7.4 KiB
C++
188 lines
7.4 KiB
C++
/*==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 <map>
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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 plWalkingStrategy;
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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, plDebugText& debugTxt);
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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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plWalkingStrategy* fWalkingStrategy;
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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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