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147 lines
5.8 KiB
147 lines
5.8 KiB
/*==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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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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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//class plAvBrainStaticNPC : public plAvBrain |
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//{ |
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// |
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//}; |
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// |
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///** \class plAvBrain |
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// Virtual base class for the modular avatar & creature brains. |
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// A brain is a modular object which can be installed into a plArmatureMod |
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// to drive it around in the scene. Some brains are for creature ai; |
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// others intepret user input. The most interesting brain for reference is |
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// probably plAvBrainHuman, which implements the control system for the |
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// user's avatar. |
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// /sa plAvBrainHuman, plArmatureMod |
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//*/ |
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//class plAvBrainStaticNPC : public plAvBrainStaticNPC |
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//{ |
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//public: |
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// /** Default constructor - constructs the brain but does not attach it. |
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// Brains are always constructed before being Pushed onto the armature |
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// they seek to control. */ |
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// plAvBrain(); |
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// |
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// /** Destructor. Automatically called on a brain when it is popped from the armature. */ |
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// virtual ~plAvBrain(); |
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// |
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// // BRAIN PROTOCOL |
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// /** This brain has just been freshly pushed onto an armature and is now |
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// in primary control. Note that brains beneath it on the stack may |
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// still have effect on the armature; any messages which the top |
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// brain doesn't handle will propagate down to the next brain in line. |
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// */ |
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// virtual hsBool Activate(plArmatureMod *avMod); |
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// |
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// /** Has the brain resolved all its load-time dependencies? This is a mechanism |
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// to allow newly loading creatures to reach a known state before they |
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// are asked to load secondary state or to interact with the environment. |
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// */ |
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// virtual hsBool IsReady(); |
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// |
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// /** This brain has just been removed from its armature and is about to be destructed. */ |
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// virtual hsBool Deactivate(); |
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// |
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// /** This is the top brain and it's time for it to evaluate. Called during eval |
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// time for the armature modifier. Only the topmost brain gets an apply |
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// call; others must do any necessary background work during MsgReceive. */ |
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// virtual hsBool Apply(double timeNow, hsScalar elapsed); |
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// |
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// /** Another brain has been pushed atop this brain. Drop into the background. |
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// We'll still receive any messages that the upper brain doesn't eat. */ |
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// virtual hsBool Suspend(); |
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// |
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// /** We were suspended, but now we're on top of the brain stack again. */ |
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// virtual hsBool Resume(); |
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// |
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// // \name Spawning \{ |
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// /** Do any necessary custom action upon spawning afresh in a new age. |
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// For the human brain, this simply consists of noting that we have |
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// spawned and we can stop trying to do so. */ |
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// virtual void Spawn(double timeNow) {}; |
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// |
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// /** Custom behavior for entering an age. Binding the camera, audio source, etc. */ |
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// virtual void EnterAge(hsBool reSpawn) {}; |
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// |
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// /** Custom behavior for leaving an age. Free any attachments to camera, audio, etc. */ |
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// virtual void LeaveAge() {}; |
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// |
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// // TASKS |
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// // tasks are operations that must be done in sequence. |
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// /** Push a new task onto the end of our FIFO task queue. Will not |
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// run until all the tasks ahead of it have run. |
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// \sa plAvTask |
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// */ |
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// virtual void QueueTask(plAvTask *task); |
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// |
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// |
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// virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt); |
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// |
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// |
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// // PLASMOTICS |
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// CLASSNAME_REGISTER( plAvBrain ); |
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// GETINTERFACE_ANY( plAvBrain, plCreatable ); |
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// |
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// virtual void Write(hsStream *stream, hsResMgr *mgr); |
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// virtual void Read(hsStream *stream, hsResMgr *mgr); |
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// |
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// virtual void SaveAux(hsStream *stream, hsResMgr *mgr); |
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// virtual void LoadAux(hsStream *stream, hsResMgr *mgr, double time); |
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// |
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// virtual hsBool MsgReceive(plMessage *msg); |
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// |
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// |
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//protected: |
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// plArmatureMod *fAvMod; // the avatar we're controlling |
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// |
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// // TASKS |
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// // -- variables |
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// typedef std::deque<plAvTask *> plAvTaskQueue; |
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// plAvTaskQueue fTaskQueue; // FIFO queue of tasks we're working on |
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// plAvTask *fCurTask; // the task we're working on right now |
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// // -- methods |
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// virtual hsBool IHandleTaskMsg(plAvTaskMsg *msg); // respond to a task scheduling message |
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// void IProcessTasks(double time, hsScalar elapsed); // process current task and start new one if necessary |
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// |
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// hsBool fSuspended; |
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//}; |
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//
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