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.
 
 
 
 
 

378 lines
11 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/>.
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 "../plAvatar/plAvCallbackAction.h"
#include "hsTypes.h"
// singular
#include "plAvLadderModifier.h"
// local
#include "plArmatureMod.h"
#include "plAvatarMgr.h"
#include "plAvBrainGeneric.h"
#include "plAGAnim.h"
#include "plAnimStage.h"
// global
#include "plCreatableIndex.h"
// #include "plgDispatch.h" // Message Dependencies
#include "hsStream.h"
//other
#include "../plMessage/plCollideMsg.h"
#include "../plMessage/plAvatarMsg.h"
#include "../pnMessage/plNotifyMsg.h"
#include "../plStatusLog/plStatusLog.h"
#include "../pnKeyedObject/plKey.h"
#include "../pnMessage/plEnableMsg.h"
#include "../pnMessage/plTimeMsg.h"
#include "plgDispatch.h"
#include "../pnNetCommon/plNetApp.h"
#include "../pnSceneObject/plCoordinateInterface.h"
#include "../plAvatar/plAvBrainHuman.h"
#include "../plModifier/plDetectorLog.h"
enum NotifyType
{
kNotifyTrigger,
kNotifyAvatarOnLadder,
};
// CTOR default
plAvLadderMod::plAvLadderMod()
: fGoingUp(true),
fType(kBig),
fLoops(0),
fEnabled(true),
fAvatarInBox(false),
fLadderView(0,0,0),
fAvatarMounting(false)
{
fTarget = nil;
}
// CTOR goingUp, type, loops
plAvLadderMod::plAvLadderMod(bool goingUp, int type, int loops, bool enabled, hsVector3& ladderView)
: fGoingUp(goingUp),
fType(type),
fLoops(loops),
fEnabled(enabled),
fAvatarInBox(false),
fLadderView(ladderView)
{
fTarget = nil;
}
// Must be facing within 45 degrees of the ladder
static const hsScalar kTolerance = hsCosine(hsScalarDegToRad(45));
bool plAvLadderMod::IIsReadyToClimb()
{
if (fAvatarMounting)
return false;
plArmatureMod* armMod = plAvatarMgr::GetInstance()->GetLocalAvatar();
plSceneObject* avatar = armMod->GetTarget(0);
if (avatar)
{
hsVector3 playerView = avatar->GetCoordinateInterface()->GetLocalToWorld().GetAxis(hsMatrix44::kView);
playerView.fZ = 0;
// Are we facing towards the ladder?
hsScalar dot = playerView * fLadderView;
bool movingForward = false;
// And are we walking towards it?
hsAssert(armMod, "Avatar doesn't have an armature mod");
if (armMod)
{
plAvBrainHuman* brain = plAvBrainHuman::ConvertNoRef(armMod->GetCurrentBrain());
if (brain && brain->IsMovingForward() && brain->fCallbackAction->IsOnGround())
movingForward = true;
}
if (dot >= kTolerance && movingForward)
{
DetectorLogSpecial("%s: Ladder starting climb (%f)", GetKeyName(), hsScalarRadToDeg(hsACosine(dot)));
return true;
}
else if (movingForward)
{
// DetectorLog("%s: Ladder rejecting climb (%f)", GetKeyName(), hsScalarRadToDeg(hsACosine(dot)));
return false;
}
}
return false;
}
// use a plNotify (to ourself) to propagate across the network
void plAvLadderMod::ITriggerSelf(plKey avKey)
{
if (fEnabled)
{
plKey avPhysKey = avKey;
// I'm going to lie and pretend it's from the avatar. the alternative is lengthy and unreadable.
plNotifyMsg *notifyMsg = TRACKED_NEW plNotifyMsg(avPhysKey, GetKey());
notifyMsg->fID = kNotifyTrigger;
notifyMsg->Send();
fAvatarMounting = true;
}
}
// MSGRECEIVE
hsBool plAvLadderMod::MsgReceive(plMessage* msg)
{
// Avatar is entering or exiting our detector box
plCollideMsg* collMsg = plCollideMsg::ConvertNoRef(msg);
if (collMsg)
{
// make sure this is the local player... the notify will be the thing that propagates over the network
if (plNetClientApp::GetInstance()->GetLocalPlayerKey() != collMsg->fOtherKey)
return true;
fAvatarInBox = (collMsg->fEntering != 0);
// If entering, check if ready to climb. If not, register for eval so
// we can check every frame
if (fAvatarInBox)
{
DetectorLogSpecial("%s: Avatar entered ladder region", GetKeyName());
if (IIsReadyToClimb())
ITriggerSelf(collMsg->fOtherKey);
else
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
}
else
{
DetectorLogSpecial("%s: Avatar exited ladder region", GetKeyName());
plgDispatch::Dispatch()->UnRegisterForExactType(plEvalMsg::Index(), GetKey());
}
return true;
}
// Avatar is inside our detector box, so every frame we check if he's ready to climb
plEvalMsg* evalMsg = plEvalMsg::ConvertNoRef(msg);
if (evalMsg)
{
if (IIsReadyToClimb())
ITriggerSelf(plNetClientApp::GetInstance()->GetLocalPlayerKey());
return true;
}
plNotifyMsg *notifyMsg = plNotifyMsg::ConvertNoRef(msg);
if (notifyMsg)
{
if (notifyMsg->fID == kNotifyTrigger && fEnabled)
{
const plKey avPhysKey = notifyMsg->GetSender();
EmitCommand(avPhysKey);
}
else if (notifyMsg->fID == kNotifyAvatarOnLadder)
{
DetectorLogSpecial("%s: Avatar mounted ladder", GetKeyName());
fAvatarMounting = false;
}
return true;
}
plEnableMsg *enableMsg = plEnableMsg::ConvertNoRef(msg);
if (enableMsg)
{
if (enableMsg->Cmd(plEnableMsg::kDisable))
fEnabled = false;
else if (enableMsg->Cmd(plEnableMsg::kEnable))
fEnabled = true;
}
return plSingleModifier::MsgReceive(msg);
}
// EMITCOMMAND
void plAvLadderMod::EmitCommand(const plKey receiver)
{
hsKeyedObject *object = receiver->ObjectIsLoaded();
plSceneObject *SO = plSceneObject::ConvertNoRef(object);
if(SO)
{
const plArmatureMod *constAvMod = (plArmatureMod*)SO->GetModifierByType(plArmatureMod::Index());
if(constAvMod)
{
plAvBrainGeneric *curGenBrain = (plAvBrainGeneric *)constAvMod->FindBrainByClass(plAvBrainGeneric::Index());
// *** warning; if there's more than one generic brain active, this will only look at the first
bool alreadyOnLadder = ( curGenBrain && curGenBrain->GetType() == plAvBrainGeneric::kLadder );
if( ! alreadyOnLadder)
{
plSceneObject *seekObj = GetTarget();
plKey seekKey = seekObj->GetKey(); // this modifier's target is the seek object
char *mountName, *dismountName, *traverseName;
if(fGoingUp)
{
mountName = "LadderUpOn";
dismountName = "LadderUpOff";
traverseName = "LadderUp";
} else {
mountName = "LadderDownOn";
dismountName = "LadderDownOff";
traverseName = "LadderDown";
}
plAnimStageVec *v = TRACKED_NEW plAnimStageVec;
plAnimStage *s1 = TRACKED_NEW plAnimStage(mountName,
0,
plAnimStage::kForwardAuto,
plAnimStage::kBackAuto,
plAnimStage::kAdvanceAuto,
plAnimStage::kRegressAuto,
0);
if( ! fGoingUp)
s1->SetReverseOnIdle(true);
v->push_back(s1);
// if loops is zero, we don't need the traverse animation at all.
if(fLoops)
{
plAnimStage *s2 = TRACKED_NEW plAnimStage(traverseName,
0,
plAnimStage::kForwardKey,
plAnimStage::kBackKey,
plAnimStage::kAdvanceAuto,
plAnimStage::kRegressAuto,
fLoops - 1 // first loop is implied; zero loops means
// play this anim once, 1 loop means "loop
// once after reaching the end."
);
if( ! fGoingUp)
s2->SetReverseOnIdle(true);
v->push_back(s2);
}
plAnimStage *s3 = TRACKED_NEW plAnimStage(dismountName,
0,
plAnimStage::kForwardAuto,
plAnimStage::kBackAuto,
plAnimStage::kAdvanceAuto,
plAnimStage::kRegressAuto,
0);
if( ! fGoingUp)
s3->SetReverseOnIdle(true);
v->push_back(s3);
plNotifyMsg* enterNotify = TRACKED_NEW plNotifyMsg(GetKey(), GetKey());
enterNotify->fID = kNotifyAvatarOnLadder;
UInt32 exitFlags = plAvBrainGeneric::kExitNormal;
plAvBrainGeneric *ladBrain = TRACKED_NEW plAvBrainGeneric(v, enterNotify, nil, nil, exitFlags, plAvBrainGeneric::kDefaultFadeIn,
plAvBrainGeneric::kDefaultFadeOut, plAvBrainGeneric::kMoveRelative);
ladBrain->SetType(plAvBrainGeneric::kLadder);
ladBrain->SetReverseFBControlsOnRelease(!fGoingUp);
plKey avKey = constAvMod->GetKey();
// Very important that we dumb seek here. Otherwise you can run off the edge of a ladder, and seek will be helpless
// until you hit the ground, at which point you have no hope of successfully seeking.
plAvSeekMsg *seeker = TRACKED_NEW plAvSeekMsg(nil, avKey, seekKey, 1.0f, false);
seeker->Send();
plAvPushBrainMsg *brainer = TRACKED_NEW plAvPushBrainMsg(nil, avKey, ladBrain);
brainer->Send();
}
}
}
}
void plAvLadderMod::Read(hsStream *stream, hsResMgr *mgr)
{
plSingleModifier::Read(stream, mgr);
fType = stream->ReadSwap32();
fLoops = stream->ReadSwap32();
fGoingUp = stream->Readbool();
fEnabled = stream->Readbool();
fLadderView.fX = stream->ReadSwapScalar();
fLadderView.fY = stream->ReadSwapScalar();
fLadderView.fZ = stream->ReadSwapScalar();
}
void plAvLadderMod::Write(hsStream *stream, hsResMgr *mgr)
{
plSingleModifier::Write(stream, mgr);
stream->WriteSwap32(fType);
stream->WriteSwap32(fLoops);
stream->Writebool(fGoingUp);
stream->WriteBool(fEnabled);
stream->WriteSwapScalar(fLadderView.fX);
stream->WriteSwapScalar(fLadderView.fY);
stream->WriteSwapScalar(fLadderView.fZ);
}
// true is up; false is down
bool plAvLadderMod::GetGoingUp() const
{
return fGoingUp;
}
void plAvLadderMod::SetGoingUp(bool up)
{
fGoingUp = up;
}
int plAvLadderMod::GetLoops() const
{
return fLoops;
}
void plAvLadderMod::SetLoops(int loops)
{
fLoops = loops;
}
int plAvLadderMod::GetType() const
{
return fType;
}
void plAvLadderMod::SetType(int type)
{
if(type >= kNumOfTypeFields || type < 0)
{
hsStatusMessage("Invalid param to plAvLadderMod::SetType: defaulting to kBig");
fType = kBig;
} else {
fType = type;
}
}