/*==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
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*==LICENSE==*/
//class plAvBrainStaticNPC : public plAvBrain
//{
//  
//};
//
///** \class plAvBrain
//  Virtual base class for the modular avatar & creature brains.
//  A brain is a modular object which can be installed into a plArmatureMod
//  to drive it around in the scene. Some brains are for creature ai;
//  others intepret user input. The most interesting brain for reference is
//  probably plAvBrainHuman, which implements the control system for the
//  user's avatar.
//  /sa plAvBrainHuman, plArmatureMod
//*/
//class plAvBrainStaticNPC : public plAvBrainStaticNPC
//{
//public:
//  /** Default constructor - constructs the brain but does not attach it.
//      Brains are always constructed before being Pushed onto the armature
//      they seek to control. */
//  plAvBrain();
//  
//  /** Destructor. Automatically called on a brain when it is popped from the armature. */
//  virtual ~plAvBrain();
//
//  // BRAIN PROTOCOL
//  /** This brain has just been freshly pushed onto an armature and is now
//      in primary control. Note that brains beneath it on the stack may
//      still have effect on the armature; any messages which the top
//      brain doesn't handle will propagate down to the next brain in line.
//  */
//  virtual hsBool Activate(plArmatureMod *avMod);
//
//  /** Has the brain resolved all its load-time dependencies? This is a mechanism
//      to allow newly loading creatures to reach a known state before they
//      are asked to load secondary state or to interact with the environment.
//  */
//  virtual hsBool IsReady();
//
//  /** This brain has just been removed from its armature and is about to be destructed. */
//  virtual hsBool Deactivate();
//
//  /** This is the top brain and it's time for it to evaluate. Called during eval
//      time for the armature modifier. Only the topmost brain gets an apply
//      call; others must do any necessary background work during MsgReceive. */
//  virtual hsBool Apply(double timeNow, hsScalar elapsed);
//
//  /** Another brain has been pushed atop this brain. Drop into the background.
//      We'll still receive any messages that the upper brain doesn't eat. */
//  virtual hsBool Suspend();
//
//  /** We were suspended, but now we're on top of the brain stack again. */
//  virtual hsBool Resume();
//
//  // \name Spawning \{
//  /** Do any necessary custom action upon spawning afresh in a new age.
//      For the human brain, this simply consists of noting that we have
//      spawned and we can stop trying to do so. */
//  virtual void Spawn(double timeNow) {};
//
//  /** Custom behavior for entering an age. Binding the camera, audio source, etc. */
//  virtual void EnterAge(hsBool reSpawn) {};
//
//  /** Custom behavior for leaving an age. Free any attachments to camera, audio, etc. */
//  virtual void LeaveAge() {};
//
//  // TASKS
//  // tasks are operations that must be done in sequence.
//  /** Push a new task onto the end of our FIFO task queue. Will not 
//      run until all the tasks ahead of it have run. 
//      \sa plAvTask
//  */
//  virtual void QueueTask(plAvTask *task);
//
//
//  virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
//
//
//  // PLASMOTICS
//  CLASSNAME_REGISTER( plAvBrain );
//  GETINTERFACE_ANY( plAvBrain, plCreatable );
//
//  virtual void Write(hsStream *stream, hsResMgr *mgr);
//  virtual void Read(hsStream *stream, hsResMgr *mgr);
//
//  virtual void SaveAux(hsStream *stream, hsResMgr *mgr);
//  virtual void LoadAux(hsStream *stream, hsResMgr *mgr, double time);
//
//  virtual hsBool MsgReceive(plMessage *msg);
//
//
//protected:
//  plArmatureMod   *fAvMod;            // the avatar we're controlling
//
//  // TASKS
//  // -- variables
//  typedef std::deque<plAvTask *> plAvTaskQueue;
//  plAvTaskQueue           fTaskQueue;                     // FIFO queue of tasks we're working on
//  plAvTask                *fCurTask;                      // the task we're working on right now
//  // -- methods
//  virtual hsBool IHandleTaskMsg(plAvTaskMsg *msg);    // respond to a task scheduling message
//  void IProcessTasks(double time, hsScalar elapsed);  // process current task and start new one if necessary
//  
//  hsBool  fSuspended;
//};
//
