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game/shared/cstrike15/bot/improv_locomotor.h
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game/shared/cstrike15/bot/improv_locomotor.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// improv_locomotor.h
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// Interface for moving Improvs along computed paths
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// Author: Michael Booth, July 2004
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#ifndef _IMPROV_LOCOMOTOR_H_
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#define _IMPROV_LOCOMOTOR_H_
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// TODO: Remove duplicate methods from CImprov, and update CImprov to use this class
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/**
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* A locomotor owns the movement of an Improv
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*/
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class CImprovLocomotor
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{
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public:
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virtual const Vector &GetCentroid( void ) const = 0;
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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 &GetEyes( void ) const = 0;
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virtual float GetMoveAngle( void ) const = 0; ///< return direction of movement
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virtual CNavArea *GetLastKnownArea( void ) const = 0;
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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 Crouch( void ) = 0;
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virtual void StandUp( void ) = 0; ///< "un-crouch"
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virtual bool IsCrouching( void ) const = 0;
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virtual void Jump( void ) = 0; ///< initiate a jump
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virtual bool IsJumping( void ) const = 0;
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virtual void Run( void ) = 0; ///< set movement speed to running
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virtual void Walk( void ) = 0; ///< set movement speed to walking
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virtual bool IsRunning( void ) const = 0;
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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 IsUsingLadder( void ) const = 0;
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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 TrackPath( const Vector &pathGoal, float deltaT ) = 0; ///< move along path by following "pathGoal"
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virtual void OnMoveToSuccess( const Vector &goal ) { } ///< invoked when an improv reaches its MoveTo goal
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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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};
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#endif // _IMPROV_LOCOMOTOR_H_
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