|
|
|
/*==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 plAvTask_h
|
|
|
|
#define plAvTask_h
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// INCLUDES
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// base class
|
|
|
|
#include "pnFactory/plCreatable.h"
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// DECLARATIONS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class plArmatureMod;
|
|
|
|
class plArmatureBrain;
|
|
|
|
class plDebugText;
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// DEFINITIONS
|
|
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
/** \class plAvTask
|
|
|
|
Abstract class for avatar tasks
|
|
|
|
A task is an activity which completely occupies the avatar from beginning to end.
|
|
|
|
Only one task can run at a time.
|
|
|
|
Tasks are queued within a given avatar brain; you can queue several at once, and they'll
|
|
|
|
run in succession, with each waiting for the former to complete before running.
|
|
|
|
Some tasks are instantaneous (like attaching an animation,) and only use the task model for
|
|
|
|
sequencing effect. (i.e., walk here, attach this animation, etc.)
|
|
|
|
If your task requires user intervention or control, you probably should
|
|
|
|
be using an avatar brain instead. Tasks are meant to sort of run on their own.
|
|
|
|
*/
|
|
|
|
class plAvTask : public plCreatable
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
plAvTask();
|
|
|
|
|
|
|
|
/** Start the task: set up initial conditions or wait for resources to become available.
|
|
|
|
Start will be called repeatedly until it returns true, indicating the task has begun. */
|
|
|
|
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Run the task. Start is guaranteed to have returned true before Process() is called even once.
|
|
|
|
Returns false when the task has finished and epilogue code has been executed. */
|
|
|
|
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
/** Clean up the task. This is guaranteed to be called when Process returns false. */
|
|
|
|
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
|
|
|
|
|
|
|
|
virtual void LeaveAge(plArmatureMod *avatar) {}
|
|
|
|
|
|
|
|
/** dump descriptive stuff to the given debug text */
|
|
|
|
virtual void DumpDebug(const char *name, int &x, int&y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
|
|
|
|
|
|
|
// plasma protocol
|
|
|
|
CLASSNAME_REGISTER( plAvTask );
|
|
|
|
GETINTERFACE_ANY( plAvTask, plCreatable );
|
|
|
|
|
|
|
|
/** Read the task from a stream. Not all tasks need to read/write, so the base implementation
|
|
|
|
gives a warning to expose tasks that are being read/written unexpectedly. */
|
|
|
|
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
|
|
|
|
|
|
|
/** Write the task to a stream. Not all tasks need to read/write, so the base implementation
|
|
|
|
gives a warning to expose tasks that are being read/written unexpectedly. */
|
|
|
|
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
virtual void ILimitPlayersInput(plArmatureMod *avatar);
|
|
|
|
virtual void IUndoLimitPlayersInput(plArmatureMod *avatar);
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|