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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==*/
#include "plAvBrainRideAnimatedPhysical.h"
#include "plArmatureMod.h"
#include "plAvBrainHuman.h"
#include "plAvBrain.h"
#include "plAvCallbackAction.h"
#include "plMessage/plRideAnimatedPhysMsg.h"
void plAvBrainRideAnimatedPhysical::Activate(plArmatureModBase *avMod)
{
plArmatureBrain::Activate(avMod);
IInitAnimations();
if (!fCallbackAction)
{
plSceneObject* avObj = fArmature->GetTarget(0);
plAGModifier* agMod = const_cast<plAGModifier*>(plAGModifier::ConvertNoRef(FindModifierByClass(avObj, plAGModifier::Index())));
plPhysicalControllerCore* controller = avMod->GetController();
fCallbackAction = TRACKED_NEW plRidingAnimatedPhysicalController(avObj, agMod->GetApplicator(kAGPinTransform), controller);
fCallbackAction->ActivateController();
}
}
plAvBrainRideAnimatedPhysical::~plAvBrainRideAnimatedPhysical()
{
delete fCallbackAction;
fCallbackAction=nil;
}
void plAvBrainRideAnimatedPhysical::Deactivate()
{
plArmatureBrain::Deactivate();
}
hsBool plAvBrainRideAnimatedPhysical::MsgReceive(plMessage *msg)
{
plRideAnimatedPhysMsg *ride = plRideAnimatedPhysMsg::ConvertNoRef(msg);
if(ride)
{
if(!ride->Entering())
{
/*this->fArmature->PopBrain();
delete this;
return true;
*/
fMode=kAbort;
}
}
return plArmatureBrain::MsgReceive(msg);
}
hsBool plAvBrainRideAnimatedPhysical::IInitAnimations()
{
hsBool result = false;
plAGAnim *idle = fAvMod->FindCustomAnim("Idle");
plAGAnim *walk = fAvMod->FindCustomAnim("Walk");
plAGAnim *run = fAvMod->FindCustomAnim("Run");
plAGAnim *walkBack = fAvMod->FindCustomAnim("WalkBack");
plAGAnim *stepLeft = fAvMod->FindCustomAnim("StepLeft");
plAGAnim *stepRight = fAvMod->FindCustomAnim("StepRight");
plAGAnim *standingLeft = fAvMod->FindCustomAnim("TurnLeft");
plAGAnim *standingRight = fAvMod->FindCustomAnim("TurnRight");
plAGAnim *fall = fAvMod->FindCustomAnim("Fall");
plAGAnim *standJump = fAvMod->FindCustomAnim("StandingJump");
plAGAnim *walkJump = fAvMod->FindCustomAnim("WalkingJump");
plAGAnim *runJump = fAvMod->FindCustomAnim("RunningJump");
plAGAnim *groundImpact = fAvMod->FindCustomAnim("GroundImpact");
plAGAnim *runningImpact = fAvMod->FindCustomAnim("RunningImpact");
plAGAnim *movingLeft = nil; // fAvMod->FindCustomAnim("LeanLeft");
plAGAnim *movingRight = nil; // fAvMod->FindCustomAnim("LeanRight");
plAGAnim *pushWalk = fAvMod->FindCustomAnim("BallPushWalk");
//plAGAnim *pushIdle = fAvMod->FindCustomAnim("BallPushIdle");
const float kDefaultFade = 3.0; // most animations fade in and out in 1/4 of a second.
if (idle && walk && run && walkBack && standingLeft && standingRight && stepLeft && stepRight)
{
plHBehavior *behavior;
fBehaviors.SetCountAndZero(kHuBehaviorMax);
fBehaviors[kIdle] = behavior = TRACKED_NEW Idle;
behavior->Init(idle, true, this, fAvMod, kDefaultFade, kDefaultFade, kIdle, plHBehavior::kBehaviorTypeIdle);
behavior->SetStrength(1.f, 0.f);
fBehaviors[kWalk] = behavior = TRACKED_NEW Walk;
behavior->Init(walk, true, this, fAvMod, kDefaultFade, 5.f, kWalk, plHBehavior::kBehaviorTypeWalk);
fBehaviors[kRun] = behavior = TRACKED_NEW Run;
behavior->Init(run, true, this, fAvMod, kDefaultFade, 2.0, kRun, plHBehavior::kBehaviorTypeRun);
fBehaviors[kWalkBack] = behavior = TRACKED_NEW WalkBack;
behavior->Init(walkBack, true, this, fAvMod, kDefaultFade, kDefaultFade, kWalkBack, plHBehavior::kBehaviorTypeWalkBack);
fBehaviors[kStandingTurnLeft] = behavior = TRACKED_NEW StandingTurnLeft;
behavior->Init(standingLeft, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnLeft, plHBehavior::kBehaviorTypeTurnLeft);
fBehaviors[kStandingTurnRight] = behavior = TRACKED_NEW StandingTurnRight;
behavior->Init(standingRight, true, this, fAvMod, 3.0f, 6.0f, kStandingTurnRight, plHBehavior::kBehaviorTypeTurnRight);
fBehaviors[kStepLeft] = behavior = TRACKED_NEW StepLeft;
behavior->Init(stepLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepLeft, plHBehavior::kBehaviorTypeSidestepLeft);
fBehaviors[kStepRight] = behavior = TRACKED_NEW StepRight;
behavior->Init(stepRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kStepRight, plHBehavior::kBehaviorTypeSidestepRight);
// Warning: Changing the blend times of the jump animations will affect the path you take, because until we're fully blended,
// we won't be using the full motion defined in the animation. This isn't an issue for standing jump, but you need to be
// aware of it for the walk/run jumps.
fBehaviors[kFall] = behavior = TRACKED_NEW Fall;
behavior->Init(fall, true, this, fAvMod, 1.0f, 10, kFall, plHBehavior::kBehaviorTypeFall);
fBehaviors[kStandingJump] = behavior = TRACKED_NEW StandingJump;
behavior->Init(standJump, false, this, fAvMod, kDefaultFade, kDefaultFade, kStandingJump, plHBehavior::kBehaviorTypeStandingJump);
fBehaviors[kWalkingJump] = behavior = TRACKED_NEW WalkingJump;
behavior->Init(walkJump, false, this, fAvMod, 10, 3.0, kWalkingJump, plHBehavior::kBehaviorTypeWalkingJump);
fBehaviors[kRunningJump] = behavior = TRACKED_NEW RunningJump;
behavior->Init(runJump, false, this, fAvMod, 10, 2.0, kRunningJump, plHBehavior::kBehaviorTypeRunningJump);
fBehaviors[kGroundImpact] = behavior = TRACKED_NEW GroundImpact;
behavior->Init(groundImpact, false, this, fAvMod, 6.0f, kDefaultFade, kGroundImpact, plHBehavior::kBehaviorTypeGroundImpact);
fBehaviors[kRunningImpact] = behavior = TRACKED_NEW RunningImpact;
behavior->Init(runningImpact, false, this, fAvMod, 6.0f, kDefaultFade, kRunningImpact, plHBehavior::kBehaviorTypeRunningImpact);
fBehaviors[kMovingTurnLeft] = behavior = TRACKED_NEW MovingTurnLeft;
behavior->Init(movingLeft, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnLeft, plHBehavior::kBehaviorTypeMovingTurnLeft);
fBehaviors[kMovingTurnRight] = behavior = TRACKED_NEW MovingTurnRight;
behavior->Init(movingRight, true, this, fAvMod, kDefaultFade, kDefaultFade, kMovingTurnRight, plHBehavior::kBehaviorTypeMovingTurnRight);
fBehaviors[kPushWalk] = behavior = TRACKED_NEW PushWalk;
behavior->Init(pushWalk, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushWalk, plHBehavior::kBehaviorTypePushWalk);
//fBehaviors[kPushIdle] = behavior = TRACKED_NEW PushIdle;
//behavior->Init(pushIdle, true, this, fAvMod, kDefaultFade, kDefaultFade, kPushIdle, plHBehavior::kBehaviorTypePushIdle);
result = true;
}
return result;
}
hsBool plAvBrainRideAnimatedPhysical::LeaveAge()
{
return plArmatureBrain::LeaveAge();
}
hsBool plAvBrainRideAnimatedPhysical::Apply(double timeNow, hsScalar elapsed)
{
if(this->fMode==kAbort) return false;
else return plAvBrainHuman::Apply(timeNow, elapsed);
}