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828 lines
24 KiB
828 lines
24 KiB
/*==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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#include "HeadSpin.h" |
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// singular |
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#include "plAvatarTasks.h" |
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// local |
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#include "plArmatureMod.h" |
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#include "plSeekPointMod.h" |
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#include "plAvBrainHuman.h" |
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#include "plAGAnim.h" |
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#include "plAGAnimInstance.h" |
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#include "plAGModifier.h" |
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#include "plMatrixChannel.h" |
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#include "plAvCallbackAction.h" |
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#include "plAvatarMgr.h" |
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// global |
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// other |
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#include "plgDispatch.h" |
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#include "plMessage/plAvatarMsg.h" |
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#include "plMessage/plAnimCmdMsg.h" |
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#include "plMessage/plOneShotCallbacks.h" |
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#include "plMessage/plConsoleMsg.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "plPipeline/plDebugText.h" |
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#include "plInputCore/plInputInterfaceMgr.h" |
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#include "plNetClient/plNetClientMgr.h" |
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#include "plNetCommon/plNetCommon.h" |
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#include "plMessage/plLinkToAgeMsg.h" |
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#include "pfMessage/pfKIMsg.h" |
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// for console hack |
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bool plAvOneShotTask::fForce3rdPerson = true; |
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#include "pnMessage/plCameraMsg.h" |
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///////////// |
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// |
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// PLAVTASK |
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// Abstract definition for the avatar task class |
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// |
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///////////// |
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plAvTask::plAvTask() |
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{ |
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} |
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// START |
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bool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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return true; // true indicates the task has started succesfully |
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} |
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// PROCESS |
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bool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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return false; |
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} |
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// Finish ----------------------------------------------------------------------------------- |
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// ------- |
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void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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} |
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// DUMPDEBUG |
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void plAvTask::DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt) |
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{ |
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debugTxt.DrawString(x, y, "<anonymous task>"); |
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y += lineHeight; |
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} |
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// READ |
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void plAvTask::Read(hsStream *stream, hsResMgr *mgr) |
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{ |
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plCreatable::Read(stream, mgr); |
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} |
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// WRITE |
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void plAvTask::Write(hsStream *stream, hsResMgr *mgr) |
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{ |
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plCreatable::Write(stream, mgr); |
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} |
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void plAvTask::ILimitPlayersInput(plArmatureMod *avatar) |
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{ |
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// make sure this is the local avatar we are talking about |
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if (avatar == plAvatarMgr::GetInstance()->GetLocalAvatar()) |
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{ |
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plInputInterfaceMgr::GetInstance()->ForceCursorHidden(true); |
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// tell the KI to be disabled while we are busy |
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pfKIMsg* msg = new pfKIMsg(pfKIMsg::kTempDisableKIandBB); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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void plAvTask::IUndoLimitPlayersInput(plArmatureMod *avatar) |
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{ |
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// make sure this is the local avatar we are talking about |
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if (avatar == plAvatarMgr::GetInstance()->GetLocalAvatar()) |
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{ |
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plInputInterfaceMgr::GetInstance()->ForceCursorHidden(false); |
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// tell the KI to be re-enabled |
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pfKIMsg* msg = new pfKIMsg(pfKIMsg::kTempEnableKIandBB); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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///////////// |
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// |
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// AVSEEKTASK |
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// |
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///////////// |
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// CTOR default |
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plAvSeekTask::plAvSeekTask() |
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: fAnimName(nil), |
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fAlign(kAlignHandle), |
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fDuration(0.25f), |
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fTarget(nil), |
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fAnimInstance(nil), |
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fTargetTime(nil), |
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fPhysicalAtStart(false), |
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fCleanup(false) |
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{ |
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} |
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// CTOR target, align, animName |
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plAvSeekTask::plAvSeekTask(plKey target, plAvAlignment align, const char *animName) |
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: fAlign(align), |
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fDuration(0.25f), |
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fTarget(target), |
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fAnimInstance(nil), |
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fTargetTime(nil), |
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fPhysicalAtStart(false), |
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fCleanup(false) |
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{ |
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fAnimName = hsStrcpy(animName); |
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} |
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// CTOR target |
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plAvSeekTask::plAvSeekTask(plKey target) |
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: fAnimName(nil), |
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fAlign(kAlignHandle), |
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fDuration(0.25f), |
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fTarget(target), |
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fAnimInstance(nil), |
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fTargetTime(nil), |
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fPhysicalAtStart(false), |
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fCleanup(false) |
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{ |
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} |
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void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQuat *rotation) |
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{ |
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hsPoint3 p = (hsPoint3)transform.GetTranslate(); |
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position->fX = p.fX; position->fY = p.fY; position->fZ = p.fZ; |
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transform.RemoveScale(); |
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rotation->SetFromMatrix(&transform); |
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rotation->Normalize(); |
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float angle; |
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hsVector3 axis; |
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rotation->GetAngleAxis(&angle, &axis); |
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} |
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// START |
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// Adjust our goal time based on our duration and the current time |
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bool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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fTargetTime = time + fDuration; // clock starts now.... |
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fPhysicalAtStart = avatar->IsPhysicsEnabled(); |
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avatar->EnablePhysics(false); // always turn physics off for seek |
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(brain); |
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if(huBrain) |
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huBrain->IdleOnly(); |
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ILimitPlayersInput(avatar); |
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if (!fTarget || !fTarget->ObjectIsLoaded()) |
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{ |
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fCleanup = true; |
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return true; |
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} |
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plSceneObject* seekTarget = plSceneObject::ConvertNoRef(fTarget->ObjectIsLoaded()); |
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hsMatrix44 targetL2W = seekTarget->GetLocalToWorld(); |
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const plCoordinateInterface* subworldCI = nil; |
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if (avatar->GetController()) |
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subworldCI = avatar->GetController()->GetSubworldCI(); |
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if (subworldCI) |
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targetL2W = subworldCI->GetWorldToLocal() * targetL2W; |
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switch(fAlign) |
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{ |
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// just match our handle to the target matrix |
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case kAlignHandle: |
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// targetL2Sim is already correct |
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break; |
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// match our handle to the target matrix at the end of the given animation |
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case kAlignHandleAnimEnd: |
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{ |
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hsMatrix44 adjustment; |
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plAGAnim *anim = avatar->FindCustomAnim(fAnimName); |
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GetStartToEndTransform(anim, nil, &adjustment, _TEMP_CONVERT_FROM_LITERAL("Handle")); // actually getting end-to-start |
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targetL2W = targetL2W * adjustment; |
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} |
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break; |
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default: |
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break; |
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}; |
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GetPositionAndRotation(targetL2W, &fTargetPosition, &fTargetRotation); |
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Process(avatar, brain, time, elapsed); |
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return true; |
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} |
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// CALCHANDLETARGETPOSITION |
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void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *handle, plSceneObject *target, hsMatrix44 &bodyToHandle) |
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{ |
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hsMatrix44 targetToWorld = target->GetLocalToWorld(); |
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result = bodyToHandle * targetToWorld; |
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} |
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// CALCHANDLETARGETPOSITION |
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// where should I move my insertion point so that my bodyRoot lines up with the target? |
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void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *insert, plSceneObject *target, plSceneObject *bodyRoot) |
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{ |
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hsMatrix44 bodyToHandle = bodyRoot->GetLocalToParent(); |
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CalcHandleTargetPosition(result, insert, target, bodyToHandle); |
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} |
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// PROCESS |
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// Move closer to the goal position and orientation |
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bool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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hsQuat rotation; |
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hsPoint3 position; |
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avatar->GetPositionAndRotationSim(&position, &rotation); |
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// We've had a history of odd bugs caused by assuming a rotation quat is normalized. |
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// This line here seems to be fixing one of them. (Avatars scaling oddly when smart seeking.) |
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rotation.Normalize(); |
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double timeToGo = fTargetTime - time - elapsed; // time from *beginning* of this interval to the goal |
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if (fCleanup) |
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{ |
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avatar->EnablePhysics( fPhysicalAtStart ); |
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IUndoLimitPlayersInput(avatar); |
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return false; // we're done processing |
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} |
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else if(timeToGo < .01) |
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{ |
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fTargetRotation.Normalize(); |
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avatar->SetPositionAndRotationSim(&fTargetPosition, &fTargetRotation); |
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fCleanup = true; // we're going to wait one frame for the transform to propagate |
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return true; // still running until next frame/cleanup |
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} |
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else |
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{ |
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hsPoint3 posToGo = fTargetPosition - position; // vec from here to the goal |
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float thisPercentage = (float)(elapsed / timeToGo); |
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hsPoint3 newPosition = position + posToGo * thisPercentage; |
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hsQuat newRotation; |
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newRotation.SetFromSlerp(rotation, fTargetRotation, thisPercentage); |
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newRotation.Normalize(); |
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avatar->SetPositionAndRotationSim(&newPosition, &newRotation); |
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return true; // we're still processing |
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} |
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} |
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void plAvSeekTask::LeaveAge(plArmatureMod *avatar) |
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{ |
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fTarget = nil; |
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fCleanup = true; |
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} |
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/////////////////// |
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// |
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// PLAVANIMTASK |
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// |
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/////////////////// |
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// CTOR default |
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plAvAnimTask::plAvAnimTask() |
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: fInitialBlend(0.0f), |
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fTargetBlend(0.0f), |
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fFadeSpeed(0.0f), |
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fSetTime(0.0f), |
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fStart(false), |
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fLoop(false), |
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fAttach(false), |
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fAnimInstance(nil) |
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{ |
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} |
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// CTOR animName, initialBlend, targetBlend, fadeSpeed, start, loop, attach |
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plAvAnimTask::plAvAnimTask(const plString &animName, |
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float initialBlend, |
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float targetBlend, |
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float fadeSpeed, |
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float setTime, |
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bool start, |
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bool loop, |
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bool attach) |
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: fAnimName(animName), |
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fInitialBlend(initialBlend), |
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fTargetBlend(targetBlend), |
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fFadeSpeed(fadeSpeed), |
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fSetTime(setTime), |
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fStart(start), |
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fLoop(loop), |
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fAttach(attach), |
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fAnimInstance(nil) |
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{ |
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} |
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// CTOR animName, fadeSpeed, attach |
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plAvAnimTask::plAvAnimTask(const plString &animName, float fadeSpeed, bool attach) |
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: fAnimName(animName), |
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fInitialBlend(0.0f), |
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fTargetBlend(0.0f), |
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fFadeSpeed(fadeSpeed), |
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fSetTime(0.0f), |
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fStart(false), |
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fLoop(false), |
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fAttach(attach), |
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fAnimInstance(nil) |
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{ |
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} |
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// START |
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bool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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bool result = false; |
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if(fAttach) |
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{ |
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plAGAnimInstance * aInstance = avatar->FindOrAttachInstance(fAnimName, fInitialBlend); |
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if(aInstance) |
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{ |
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if(fStart) |
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aInstance->Start(fStart); |
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if(fSetTime > 0) |
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aInstance->SetCurrentTime(fSetTime, true); |
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if(fTargetBlend > fInitialBlend) |
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{ |
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aInstance->Fade(fTargetBlend, fFadeSpeed); |
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} |
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aInstance->SetLoop(fLoop); |
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result = true; |
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} |
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else |
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{ |
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hsStatusMessageF("Couldn't find animation <%s> for plAvAnimTask: will try again", fAnimName.c_str()); |
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} |
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} |
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else |
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{ |
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fAnimInstance = avatar->FindAnimInstance(fAnimName); |
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if(fAnimInstance) |
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{ |
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// start fading towards zero |
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fAnimInstance->Fade(0.0, fFadeSpeed); |
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} |
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// if we started the fade, we're done and ready to process |
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// if we couldn't find the animation, we're still done. |
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result = true; |
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} |
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return result; |
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} |
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// PROCESS |
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bool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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// the only reason we need this function is to watch the animation until it fades out |
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bool result = false; |
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if(fAttach) |
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{ |
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// we finished in the Start() function |
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} |
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else |
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{ |
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if(fAnimInstance) |
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{ |
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if(fAnimInstance->GetBlend() < 0.1) |
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{ |
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avatar->DetachAnimation(fAnimInstance); |
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} |
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else |
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{ |
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// still waiting for the fadeout; keep the task alive |
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result = true; |
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} |
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} |
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} |
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return result; |
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} |
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// LEAVEAGE |
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void plAvAnimTask::LeaveAge(plArmatureMod *avatar) |
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{ |
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// if we are supposed to be removing the animation anyway, kill it completely on link out |
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if (!fAttach) |
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{ |
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fAnimInstance = avatar->FindAnimInstance(fAnimName); |
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if(fAnimInstance) |
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avatar->DetachAnimation(fAnimInstance); |
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} |
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} |
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// READ |
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void plAvAnimTask::Read(hsStream *stream, hsResMgr *mgr) |
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{ |
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fAnimName = stream->ReadSafeString_TEMP(); |
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fInitialBlend = stream->ReadLEScalar(); |
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fTargetBlend = stream->ReadLEScalar(); |
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fFadeSpeed = stream->ReadLEScalar(); |
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fSetTime = stream->ReadLEScalar(); |
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fStart = stream->ReadBool(); |
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fLoop = stream->ReadBool(); |
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fAttach = stream->ReadBool(); |
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} |
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// WRITE |
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void plAvAnimTask::Write(hsStream *stream, hsResMgr *mgr) |
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{ |
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stream->WriteSafeString(fAnimName); |
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stream->WriteLEScalar(fInitialBlend); |
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stream->WriteLEScalar(fTargetBlend); |
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stream->WriteLEScalar(fFadeSpeed); |
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stream->WriteLEScalar(fSetTime); |
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stream->WriteBool(fStart); |
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stream->WriteBool(fLoop); |
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stream->WriteBool(fAttach); |
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} |
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//////////////// |
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// |
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// AVONESHOTTASK |
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// OBSOLETE -- DEPRECATED |
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// |
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//////////////// |
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void plAvOneShotTask::InitDefaults() |
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{ |
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fBackwards = false; |
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fDisableLooping = false; |
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fDisablePhysics = true; |
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fMoveHandle = false; |
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fAnimInstance = nil; |
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fDrivable = false; |
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fReversible = false; |
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fEnablePhysicsAtEnd = false; |
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fDetachAnimation = false; |
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fIgnore = false; |
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fCallbacks = nil; |
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fWaitFrames = 0; |
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} |
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// CTOR default |
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plAvOneShotTask::plAvOneShotTask() |
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{ |
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InitDefaults(); |
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} |
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// CTOR (animName, drivable, reversible) |
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// this construct is typically used when you want to create a one-shot task as part of a sequence |
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// of tasks |
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// it's different than the message-based constructor in that fDetachAnimation and fMoveHandle default to false |
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plAvOneShotTask::plAvOneShotTask(const plString &animName, bool drivable, bool reversible, plOneShotCallbacks *callbacks) |
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{ |
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InitDefaults(); |
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fDrivable = drivable; |
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fReversible = reversible; |
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fCallbacks = callbacks; |
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|
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// we're going to use this sometime in the future, better ref it so someone else doesn't release it |
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hsRefCnt_SafeRef(fCallbacks); |
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fAnimName = animName; |
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} |
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|
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// CTOR (plAvOneShotMsg, plArmatureMod) |
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// this constructor is typically used when we're doing a classic, isolated one-shot |
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// fDetachAnimation and fMoveHandle both default to *true* |
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plAvOneShotTask::plAvOneShotTask (plAvOneShotMsg *msg, plArmatureMod *avatar, plArmatureBrain *brain) |
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{ |
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InitDefaults(); |
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fDrivable = msg->fDrivable; |
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fReversible = msg->fReversible; |
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fCallbacks = msg->fCallbacks; |
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fDetachAnimation = true; |
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fMoveHandle = true; |
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// we're going to use this sometime in the future, better ref it so someone else doesn't release it |
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hsRefCnt_SafeRef(fCallbacks); |
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fAnimName = msg->fAnimName; |
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} |
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// DTOR |
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plAvOneShotTask::~plAvOneShotTask() |
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{ |
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hsRefCnt_SafeUnRef(fCallbacks); |
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} |
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// START |
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bool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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bool result = false; |
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|
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if (fIgnore) |
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return true; |
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|
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plAGMasterMod * master = avatar; |
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|
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fAnimInstance = master->AttachAnimationBlended(fAnimName, 0); |
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fDetachAnimation = true; |
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|
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if(fAnimInstance) |
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{ |
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fEnablePhysicsAtEnd = (avatar->IsPhysicsEnabled() && fDisablePhysics); |
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if (fEnablePhysicsAtEnd) |
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{ |
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// Must do the physics re-enable through a callback so that it happens before the "done" callback and we don't |
|
// step over some script's attempt to disable physics again. |
|
plAvatarPhysicsEnableCallbackMsg *epMsg = new plAvatarPhysicsEnableCallbackMsg(avatar->GetKey(), kStop, 0, 0, 0, 0); |
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fAnimInstance->GetTimeConvert()->AddCallback(epMsg); |
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hsRefCnt_SafeUnRef(epMsg); |
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} |
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|
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if (fCallbacks) |
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{ |
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fAnimInstance->AttachCallbacks(fCallbacks); |
|
// ok, we're done with it, release it back to the river |
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hsRefCnt_SafeUnRef(fCallbacks); |
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fCallbacks = nil; |
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} |
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|
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fAnimInstance->SetBlend(1.0f); |
|
fAnimInstance->SetSpeed(1.0f); |
|
plAnimTimeConvert *atc = fAnimInstance->GetTimeConvert(); |
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if (fBackwards) |
|
atc->Backwards(); |
|
if (fDisableLooping) |
|
atc->Loop(false); |
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|
|
fAnimInstance->SetCurrentTime(fBackwards ? atc->GetEnd() : atc->GetBegin(), true); |
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fAnimInstance->Start(time); |
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fWaitFrames = 2; // wait two frames after animation finishes before finalizing |
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if (fDisablePhysics) |
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avatar->EnablePhysics(false); |
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ILimitPlayersInput(avatar); |
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|
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// this is for a console command hack |
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if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar()) |
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{ |
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// create message |
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plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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pMsg->SetCmd(plCameraMsg::kResponderSetThirdPerson); |
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plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
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} |
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fMoveHandle = (fAnimInstance->GetAnimation()->GetChannel(_TEMP_CONVERT_FROM_LITERAL("Handle")) != nil); |
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if(fMoveHandle) |
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{ |
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plMatrixDifferenceApp *differ = avatar->GetRootAnimator(); |
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differ->Reset(time); // throw away any old state |
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differ->Enable(true); |
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} |
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avatar->ApplyAnimations(time, elapsed); |
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|
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result = true; |
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} |
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else |
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{ |
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plString buf = plString::Format("Oneshot: Can't find animation <%s>; all bets are off.", fAnimName.c_str()); |
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hsAssert(false, buf.c_str()); |
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result = true; |
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} |
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return result; |
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} |
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// PROCESS |
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bool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
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{ |
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// *** if we are under mouse control, adjust it here |
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avatar->ApplyAnimations(time, elapsed); |
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if(fAnimInstance) |
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{ |
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if(fAnimInstance->IsFinished()) |
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{ |
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const plAGAnim * animation = fAnimInstance->GetAnimation(); |
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double endTime = (fBackwards ? animation->GetStart() : animation->GetEnd()); |
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fAnimInstance->SetCurrentTime((float)endTime); |
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avatar->ApplyAnimations(time, elapsed); |
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if(--fWaitFrames == 0) |
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{ |
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plSceneObject *handle = avatar->GetTarget(0); |
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avatar->DetachAnimation(fAnimInstance); |
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avatar->GetRootAnimator()->Enable(false); |
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plAvBrainHuman *humanBrain = plAvBrainHuman::ConvertNoRef(brain); |
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if(fEnablePhysicsAtEnd) |
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{ |
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#if 0//ndef PLASMA_EXTERNAL_RELEASE |
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if (!humanBrain || humanBrain->fCallbackAction->HitGroundInThisAge()) |
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{ |
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// For some reason, calling CheckValidPosition at the beginning of |
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// an age can cause detectors to incorrectly report collisions. So |
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// we only call this if we're in the age. |
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// |
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// It's only debugging code anyway to help the artist check that |
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// their oneshot doesn't end while penetrating geometry. |
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char *overlaps = nil; |
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if (avatar->GetPhysical()) |
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avatar->GetPhysical()->CheckValidPosition(&overlaps); |
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if (overlaps) |
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{ |
|
char *buffy = new char[64 + strlen(overlaps)]; |
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sprintf(buffy, "Oneshot ends overlapping %s", overlaps); |
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plConsoleMsg *showLine = new plConsoleMsg( plConsoleMsg::kAddLine, buffy ); |
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showLine->Send(); |
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delete[] overlaps; |
|
delete[] buffy; |
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} |
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} |
|
#endif |
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} |
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if (humanBrain) |
|
humanBrain->ResetIdle(); |
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|
|
IUndoLimitPlayersInput(avatar); |
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// this is for a console command hack |
|
if (plAvOneShotTask::fForce3rdPerson && avatar->IsLocalAvatar()) |
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{ |
|
// create message |
|
plCameraMsg* pMsg = new plCameraMsg; |
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pMsg->SetBCastFlag(plMessage::kBCastByExactType); |
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pMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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pMsg->SetCmd(plCameraMsg::kResponderUndoThirdPerson); |
|
plgDispatch::MsgSend( pMsg ); // whoosh... off it goes |
|
} |
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|
|
return false; |
|
} |
|
else |
|
return true; // still running; waiting for fWaitFrames == 0 |
|
} |
|
else |
|
return true; |
|
} |
|
else |
|
return false; |
|
} |
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|
|
void plAvOneShotTask::LeaveAge(plArmatureMod *avatar) |
|
{ |
|
if (fAnimInstance) |
|
fAnimInstance->Stop(); |
|
|
|
if (fEnablePhysicsAtEnd) |
|
avatar->EnablePhysics(true); |
|
|
|
IUndoLimitPlayersInput(avatar); |
|
fIgnore = true; |
|
} |
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|
|
void plAvOneShotTask::SetAnimName(const plString &name) |
|
{ |
|
fAnimName = name; |
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} |
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|
|
////////////////////// |
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// |
|
// PLAVONESHOTLINKTASK |
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// |
|
////////////////////// |
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|
|
plAvOneShotLinkTask::plAvOneShotLinkTask() : plAvOneShotTask(), |
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fMarkerTime(-1), |
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fStartTime(0), |
|
fLinkFired(false) |
|
{ |
|
fDisablePhysics = false; |
|
} |
|
|
|
plAvOneShotLinkTask::~plAvOneShotLinkTask() |
|
{ |
|
} |
|
|
|
// task protocol |
|
bool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
|
{ |
|
bool result = plAvOneShotTask::Start(avatar, brain, time, elapsed); |
|
fStartTime = time; |
|
|
|
if (fAnimInstance && !fMarkerName.IsNull()) |
|
{ |
|
const plATCAnim *anim = plATCAnim::ConvertNoRef(fAnimInstance->GetAnimation()); |
|
if (anim) |
|
{ |
|
// GetMarker returns -1 if the marker isn't found |
|
fMarkerTime = anim->GetMarker(fMarkerName); |
|
} |
|
} |
|
return result; |
|
} |
|
|
|
bool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed) |
|
{ |
|
bool result = plAvOneShotTask::Process(avatar, brain, time, elapsed); |
|
if (fIgnore) |
|
return result; |
|
|
|
if (avatar->GetTarget(0) == plNetClientApp::GetInstance()->GetLocalPlayer()) |
|
{ |
|
if (!fLinkFired && (fStartTime + fMarkerTime < time)) |
|
{ |
|
avatar->ILinkToPersonalAge(); |
|
|
|
avatar->EnablePhysics(false, plArmatureMod::kDisableReasonLinking); |
|
fLinkFired = true; |
|
} |
|
} |
|
|
|
return result; |
|
} |
|
|
|
void plAvOneShotLinkTask::Write(hsStream *stream, hsResMgr *mgr) |
|
{ |
|
plAvOneShotTask::Write(stream, mgr); |
|
stream->WriteSafeString(fAnimName); |
|
stream->WriteSafeString(fMarkerName); |
|
} |
|
|
|
void plAvOneShotLinkTask::Read(hsStream *stream, hsResMgr *mgr) |
|
{ |
|
plAvOneShotTask::Read(stream, mgr); |
|
fAnimName = stream->ReadSafeString_TEMP(); |
|
fMarkerName = stream->ReadSafeString_TEMP(); |
|
} |
|
|
|
void plAvOneShotLinkTask::SetMarkerName(const plString &name) |
|
{ |
|
fMarkerName = name; |
|
} |
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