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