forked from valve/halflife-sdk
118 lines
5.6 KiB
C++
118 lines
5.6 KiB
C++
// improv.h
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// Improv interface
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// Author: Michael S. Booth (mike@turtlerockstudios.com), November 2003
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#ifndef _IMPROV_H_
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#define _IMPROV_H_
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#include "nav_path.h"
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class CBaseEntity;
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//--------------------------------------------------------------------------------------------------------
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/**
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* Improv-specific events
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*/
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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,
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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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//--------------------------------------------------------------------------------------------------------
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/**
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* The Improv interface definition
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*
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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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*/
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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( void ) 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( void ) = 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( void ) = 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( void ) const = 0; ///< return true if improv has a look at goal
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virtual bool HasFaceTo( void ) const = 0; ///< return true if improv has a face to goal
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virtual bool IsAtFaceGoal( void ) 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( void ) = 0;
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virtual void MoveBackward( void ) = 0;
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virtual void StrafeLeft( void ) = 0;
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virtual void StrafeRight( void ) = 0;
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virtual bool Jump( void ) = 0;
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virtual void Crouch( void ) = 0;
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virtual void StandUp( void ) = 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( void ) = 0;
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virtual void Walk( void ) = 0;
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virtual void Stop( void ) = 0;
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virtual float GetMoveAngle( void ) const = 0; ///< return direction of movement
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virtual float GetFaceAngle( void ) const = 0; ///< return direction of view
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virtual const Vector &GetFeet( void ) const = 0; ///< return position of "feet" - point below centroid of improv at feet level
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virtual const Vector &GetCentroid( void ) const = 0;
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virtual const Vector &GetEyes( void ) const = 0;
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virtual bool IsRunning( void ) const = 0;
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virtual bool IsWalking( void ) const = 0;
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virtual bool IsStopped( void ) const = 0;
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virtual bool IsCrouching( void ) const = 0;
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virtual bool IsJumping( void ) const = 0;
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virtual bool IsUsingLadder( void ) const = 0;
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virtual bool IsOnGround( void ) const = 0;
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virtual bool IsMoving( void ) const = 0; ///< if true, improv is walking, crawling, running somewhere
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virtual bool CanRun( void ) const = 0;
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virtual bool CanCrouch( void ) const = 0;
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virtual bool CanJump( void ) const = 0;
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#define CHECK_FOV true
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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( void ) 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( void ) = 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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