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64 lines
2.0 KiB
64 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef BOT_NPC_BODY_H |
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#define BOT_NPC_BODY_H |
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#include "animation.h" |
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#include "NextBotBodyInterface.h" |
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class INextBot; |
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//---------------------------------------------------------------------------------------------------------------- |
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/** |
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* The interface for control and information about the bot's body state (posture, animation state, etc) |
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*/ |
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class CBotNPCBody : public IBody |
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{ |
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public: |
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CBotNPCBody( INextBot *bot ); |
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virtual ~CBotNPCBody() { } |
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virtual void Update( void ); |
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virtual bool StartActivity( Activity act, unsigned int flags = 0 ); |
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virtual Activity GetActivity( void ) const; // return currently animating activity |
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virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one |
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virtual void AimHeadTowards( const Vector &lookAtPos, |
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LookAtPriorityType priority = BORING, |
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float duration = 0.0f, |
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INextBotReply *replyWhenAimed = NULL, |
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const char *reason = NULL ); // aim the bot's head towards the given goal |
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virtual void AimHeadTowards( CBaseEntity *subject, |
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LookAtPriorityType priority = BORING, |
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float duration = 0.0f, |
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INextBotReply *replyWhenAimed = NULL, |
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const char *reason = NULL ); // continually aim the bot's head towards the given subject |
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virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) |
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virtual unsigned int GetCollisionGroup( void ) const; |
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private: |
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int m_currentActivity; |
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int m_moveXPoseParameter; |
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int m_moveYPoseParameter; |
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QAngle m_desiredAimAngles; |
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}; |
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inline Activity CBotNPCBody::GetActivity( void ) const |
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{ |
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return (Activity)m_currentActivity; |
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} |
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inline bool CBotNPCBody::IsActivity( Activity act ) const |
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{ |
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return act == m_currentActivity ? true : false; |
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} |
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inline unsigned int CBotNPCBody::GetCollisionGroup( void ) const |
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{ |
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return COLLISION_GROUP_PLAYER_MOVEMENT; |
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} |
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#endif // BOT_NPC_BODY_H
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