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.
116 lines
4.9 KiB
116 lines
4.9 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/>. |
|
|
|
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 |