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132 lines
6.2 KiB
132 lines
6.2 KiB
8 years ago
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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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, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef IMPROV_H
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#define IMPROV_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseEntity;
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class CNavLadder;
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// Improv-specific events
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class IImprovEvent
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{
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public:
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virtual void OnMoveToSuccess(const Vector &goal) {}; // invoked when an improv reaches its MoveTo goal
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enum MoveToFailureType
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{
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FAIL_INVALID_PATH = 0,
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FAIL_STUCK,
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FAIL_FELL_OFF,
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};
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virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}; // invoked when an improv fails to reach a MoveTo goal
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virtual void OnInjury(float amount) {}; // invoked when the improv is injured
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};
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// The Improv interface definition
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// An "Improv" is an improvisational actor that simulates the
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// behavor of a human in an unscripted, "make it up as you go" manner.
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class CImprov: public IImprovEvent
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{
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public:
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virtual ~CImprov() {};
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virtual bool IsAlive() const = 0; // return true if this improv is alive
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virtual void MoveTo(const Vector &goal) = 0; // move improv towards far-away goal (pathfind)
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virtual void LookAt(const Vector &target) = 0; // define desired view target
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virtual void ClearLookAt() = 0; // remove view goal
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virtual void FaceTo(const Vector &goal) = 0; // orient body towards goal
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virtual void ClearFaceTo() = 0; // remove body orientation goal
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virtual bool IsAtMoveGoal(float error = 20.0f) const = 0; // return true if improv is standing on its movement goal
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virtual bool HasLookAt() const = 0; // return true if improv has a look at goal
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virtual bool HasFaceTo() const = 0; // return true if improv has a face to goal
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virtual bool IsAtFaceGoal() const = 0; // return true if improv is facing towards its face goal
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virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0; // return true if a friend is blocking our line to the given goal position
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virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0; // return true if the given friend is blocking our line to the given goal position
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virtual void MoveForward() = 0;
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virtual void MoveBackward() = 0;
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virtual void StrafeLeft() = 0;
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virtual void StrafeRight() = 0;
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virtual bool Jump() = 0;
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virtual void Crouch() = 0;
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virtual void StandUp() = 0; // "un-crouch"
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virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0; // move along path by following "pathGoal"
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virtual void StartLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0; // invoked when a ladder is encountered while following a path
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virtual bool TraverseLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0; // traverse given ladder
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virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0; // find "simple" ground height, treating current nav area as part of the floor
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virtual void Run() = 0;
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virtual void Walk() = 0;
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virtual void Stop() = 0;
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virtual float GetMoveAngle() const = 0; // return direction of movement
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virtual float GetFaceAngle() const = 0; // return direction of view
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virtual const Vector &GetFeet() const = 0; // return position of "feet" - point below centroid of improv at feet level
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virtual const Vector &GetCentroid() const = 0;
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virtual const Vector &GetEyes() const = 0;
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virtual bool IsRunning() const = 0;
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virtual bool IsWalking() const = 0;
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virtual bool IsStopped() const = 0;
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virtual bool IsCrouching() const = 0;
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virtual bool IsJumping() const = 0;
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virtual bool IsUsingLadder() const = 0;
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virtual bool IsOnGround() const = 0;
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virtual bool IsMoving() const = 0; // if true, improv is walking, crawling, running somewhere
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virtual bool CanRun() const = 0;
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virtual bool CanCrouch() const = 0;
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virtual bool CanJump() const = 0;
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virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if improv can see position
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virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0; // return true if 'other' is looking right at me
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virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; // return player on given team that is looking right at me (team == 0 means any team), NULL otherwise
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virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0; // return actual travel distance to closest player on given team (team == 0 means any team)
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virtual CNavArea *GetLastKnownArea() const = 0;
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virtual void OnUpdate(float deltaT) = 0; // a less frequent, full update 'tick'
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virtual void OnUpkeep(float deltaT) = 0; // a frequent, lightweight update 'tick'
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virtual void OnReset() = 0; // reset improv to initial state
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virtual void OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; // invoked when an event occurs in the game
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virtual void OnTouch(CBaseEntity *other) = 0; // "other" has touched us
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};
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#endif // IMPROV_H
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