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// taskwait.cpp
#define STRICT
#define D3D_OVERLOADS
#include <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "struct.h"
#include "D3DEngine.h"
#include "math3d.h"
#include "event.h"
#include "misc.h"
#include "iman.h"
#include "terrain.h"
#include "object.h"
#include "physics.h"
#include "brain.h"
#include "task.h"
#include "taskwait.h"
// Constructeur de l'objet.
CTaskWait::CTaskWait(CInstanceManager* iMan, CObject* object)
: CTask(iMan, object)
{
CTask::CTask(iMan, object);
}
// Destructeur de l'objet.
CTaskWait::~CTaskWait()
{
}
// Gestion d'un �v�nement.
BOOL CTaskWait::EventProcess(const Event &event)
{
if ( m_engine->RetPause() ) return TRUE;
if ( event.event != EVENT_FRAME ) return TRUE;
m_passTime += event.rTime;
m_bEnded = (m_passTime >= m_waitTime);
return TRUE;
}
// Assigne le but � atteindre.
Error CTaskWait::Start(float time)
{
m_waitTime = time; // dur�e � attendre
m_passTime = 0.0f; // dur�e �coul�e
m_bEnded = FALSE;
return ERR_OK;
}
// Indique si l'action est termin�e.
Error CTaskWait::IsEnded()
{
if ( m_engine->RetPause() ) return ERR_CONTINUE;
if ( m_bEnded ) return ERR_STOP;
return ERR_CONTINUE;
}
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