You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
189 lines
7.5 KiB
189 lines
7.5 KiB
/*==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 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, float elapsed); |
|
hsBool MsgReceive(plMessage* msg); |
|
|
|
virtual void Activate(plArmatureModBase* avMod); |
|
virtual void Deactivate(); |
|
virtual void Suspend(); |
|
virtual void Resume(); |
|
|
|
/** |
|
* Gets the SceneObject root for this avatar |
|
* |
|
* This is most useful in scripts that need to act upon the SceneObject directly. |
|
* There are other ways of obtaining the SceneObject, but network synchronization often |
|
* makes those ways more difficult than they need to be, so we have included this method |
|
* to make the scripter's life easier. |
|
*/ |
|
plSceneObject* GetTarget() const; |
|
|
|
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; |
|
|
|
std::string BehaviorName(int behavior) const; |
|
plString 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(float stopDistance) {fStopDistance = stopDistance; fStopDistanceSquared = fStopDistance * fStopDistance;} |
|
float StopDistance() const {return fStopDistance;} |
|
|
|
void SightCone(float coneRad); |
|
float SightCone() const {return fSightConeAngle;} |
|
void SightDistance(float sightDis) {fSightDistance = sightDis; fSightDistanceSquared = fSightDistance * fSightDistance;} |
|
float SightDistance() const {return fSightDistance;} |
|
void HearingDistance(float hearDis); |
|
float 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(); |
|
float 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 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) |
|
float fDotGoal; // dot product to our goal |
|
float fAngRight; // dot product of our local right-hand vector to our goal |
|
|
|
float fStopDistance; // how close we need to get to our goal before stopping |
|
float fStopDistanceSquared; // the above, squared, for faster calculation |
|
|
|
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) |
|
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) |
|
float fSightDistance; // how far away we can see (cone in front of us) |
|
float fSightDistanceSquared; // the above, squared, for faster calculation |
|
float fHearingDistance; // how far away we can hear (360 degrees) |
|
float fHearingDistanceSquared; // the above, squared, for faster calculation |
|
float 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
|