70 lines
2.6 KiB
C
70 lines
2.6 KiB
C
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///////////////////////////////////////////////////////////////////////////////
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// AAS_tactical
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//
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// This file is the interface to an AAS Tactical Extractor, which can search
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// out from a given start point and report a variety of tactically important
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// objectives, including corners, walls, and pinch points.
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//
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// By seeing the AAS graph as a qualitative and simplified spatial
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// representation of the game world. This representation is amply capapble of
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// rendering higher level tactical data efficiently in real time.
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef __AAS_TACTICAL_H__
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#define __AAS_TACTICAL_H__
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///////////////////////////////////////////////////////////////////////////////
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// rvAASTacticalSensor
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//
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// The sensor structure is the public interface to the internals of AAS
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// tactical features.
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///////////////////////////////////////////////////////////////////////////////
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struct rvAASTacticalSensor
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{
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// Regular Update Function
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///////////////////////////////////////////////////////////////////////
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virtual void Update() = 0;
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virtual void Save(idSaveGame *savefile) = 0;
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virtual void Restore(idRestoreGame *savefile) = 0;
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virtual void Clear() = 0;
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// Search
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///////////////////////////////////////////////////////////////////////
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virtual void SearchRadius(const idVec3& origin=vec3_origin, float rangeMin=0.0f, float rangeMax=1.0f) = 0;
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virtual void SearchCover(float rangeMin=0.0f, float rangeMax=1.0f) = 0;
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virtual void SearchHide(idEntity* from=0) = 0;
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virtual void SearchFlank() = 0;
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virtual void SearchAdvance() = 0;
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virtual void SearchRetreat() = 0;
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virtual void SearchAmbush() = 0;
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virtual void SearchDebug() = 0;
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// Feature Testing
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///////////////////////////////////////////////////////////////////////
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virtual bool TestValid(aasFeature_t* f, float walkDistanceToFeature) = 0;
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virtual bool TestValidWithCurrentState(aasFeature_t* f=0) = 0;
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// Feature Reservation
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///////////////////////////////////////////////////////////////////////
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virtual void Reserve(aasFeature_t* f) = 0;
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// Access To Results
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///////////////////////////////////////////////////////////////////////
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virtual int FeatureCount() = 0;
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virtual aasFeature_t* Feature(int i) = 0;
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virtual aasFeature_t* Near() const = 0;
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virtual aasFeature_t* Look() const = 0;
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virtual aasFeature_t* Reserved() const = 0;
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virtual const idVec3& ReservedOrigin() const = 0;
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// STATIC SYSTEM FUNCTIONS
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///////////////////////////////////////////////////////////////////////
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static rvAASTacticalSensor* CREATE_SENSOR(idActor* owner);
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};
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#endif /* !__AAS_TACTICAL_H__ */
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