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326 lines
10 KiB
C
326 lines
10 KiB
C
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// NextBotBodyInterface.h
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// Control and information about the bot's body state (posture, animation state, etc)
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// Author: Michael Booth, April 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_BODY_INTERFACE_H_
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#define _NEXT_BOT_BODY_INTERFACE_H_
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#include "animation.h"
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#include "NextBotComponentInterface.h"
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class INextBot;
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struct animevent_t;
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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 IBody : public INextBotComponent
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{
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public:
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IBody( INextBot *bot ) : INextBotComponent( bot ) { }
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virtual ~IBody() { }
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virtual void Reset( void ) { INextBotComponent::Reset(); } // reset to initial state
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virtual void Update( void ) { } // update internal state
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/**
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* Move the bot to a new position.
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* If the body is not currently movable or if it
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* is in a motion-controlled animation activity
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* the position will not be changed and false will be returned.
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*/
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virtual bool SetPosition( const Vector &pos );
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virtual const Vector &GetEyePosition( void ) const; // return the eye position of the bot in world coordinates
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virtual const Vector &GetViewVector( void ) const; // return the view unit direction vector in world coordinates
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enum LookAtPriorityType
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{
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BORING,
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INTERESTING, // last known enemy location, dangerous sound location
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IMPORTANT, // a danger
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CRITICAL, // an active threat to our safety
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MANDATORY // nothing can interrupt this look at - two simultaneous look ats with this priority is an error
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};
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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 bool IsHeadAimingOnTarget( void ) const; // return true if the bot's head has achieved its most recent lookat target
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virtual bool IsHeadSteady( void ) const; // return true if head is not rapidly turning to look somewhere else
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virtual float GetHeadSteadyDuration( void ) const; // return the duration that the bot's head has not been rotating
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virtual float GetHeadAimSubjectLeadTime( void ) const; // return how far into the future we should predict our moving subject's position to aim at when tracking subject look-ats
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virtual float GetHeadAimTrackingInterval( void ) const; // return how often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking
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virtual void ClearPendingAimReply( void ) { } // clear out currently pending replyWhenAimed callback
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virtual float GetMaxHeadAngularVelocity( void ) const; // return max turn rate of head in degrees/second
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enum ActivityType
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{
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MOTION_CONTROLLED_XY = 0x0001, // XY position and orientation of the bot is driven by the animation.
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MOTION_CONTROLLED_Z = 0x0002, // Z position of the bot is driven by the animation.
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ACTIVITY_UNINTERRUPTIBLE= 0x0004, // activity can't be changed until animation finishes
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ACTIVITY_TRANSITORY = 0x0008, // a short animation that takes over from the underlying animation momentarily, resuming it upon completion
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ENTINDEX_PLAYBACK_RATE = 0x0010, // played back at different rates based on entindex
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};
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/**
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* Begin an animation activity, return false if we cant do that right now.
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*/
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virtual bool StartActivity( Activity act, unsigned int flags = 0 );
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virtual int SelectAnimationSequence( Activity act ) const; // given an Activity, select and return a specific animation sequence within it
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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 bool HasActivityType( unsigned int flags ) const; // return true if currently animating activity has any of the given flags
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enum PostureType
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{
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STAND,
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CROUCH,
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SIT,
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CRAWL,
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LIE
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};
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virtual void SetDesiredPosture( PostureType posture ) { } // request a posture change
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virtual PostureType GetDesiredPosture( void ) const; // get posture body is trying to assume
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virtual bool IsDesiredPosture( PostureType posture ) const; // return true if body is trying to assume this posture
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virtual bool IsInDesiredPosture( void ) const; // return true if body's actual posture matches its desired posture
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virtual PostureType GetActualPosture( void ) const; // return body's current actual posture
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virtual bool IsActualPosture( PostureType posture ) const; // return true if body is actually in the given posture
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virtual bool IsPostureMobile( void ) const; // return true if body's current posture allows it to move around the world
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virtual bool IsPostureChanging( void ) const; // return true if body's posture is in the process of changing to new posture
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/**
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* "Arousal" is the level of excitedness/arousal/anxiety of the body.
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* Is changes instantaneously to avoid complex interactions with posture transitions.
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*/
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enum ArousalType
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{
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NEUTRAL,
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ALERT,
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INTENSE
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};
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virtual void SetArousal( ArousalType arousal ) { } // arousal level change
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virtual ArousalType GetArousal( void ) const; // get arousal level
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virtual bool IsArousal( ArousalType arousal ) const; // return true if body is at this arousal level
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virtual float GetHullWidth( void ) const; // width of bot's collision hull in XY plane
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virtual float GetHullHeight( void ) const; // height of bot's current collision hull based on posture
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virtual float GetStandHullHeight( void ) const; // height of bot's collision hull when standing
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virtual float GetCrouchHullHeight( void ) const; // height of bot's collision hull when crouched
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virtual const Vector &GetHullMins( void ) const; // return current collision hull minimums based on actual body posture
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virtual const Vector &GetHullMaxs( void ) const; // return current collision hull maximums based on actual body posture
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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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};
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inline bool IBody::IsHeadSteady( void ) const
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{
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return true;
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}
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inline float IBody::GetHeadSteadyDuration( void ) const
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{
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return 0.0f;
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}
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inline float IBody::GetHeadAimSubjectLeadTime( void ) const
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{
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return 0.0f;
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}
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inline float IBody::GetHeadAimTrackingInterval( void ) const
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{
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return 0.0f;
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}
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inline float IBody::GetMaxHeadAngularVelocity( void ) const
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{
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return 1000.0f;
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}
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inline bool IBody::StartActivity( Activity act, unsigned int flags )
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{
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return false;
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}
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inline int IBody::SelectAnimationSequence( Activity act ) const
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{
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return 0;
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}
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inline Activity IBody::GetActivity( void ) const
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{
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return ACT_INVALID;
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}
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inline bool IBody::IsActivity( Activity act ) const
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{
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return false;
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}
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inline bool IBody::HasActivityType( unsigned int flags ) const
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{
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return false;
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}
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inline IBody::PostureType IBody::GetDesiredPosture( void ) const
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{
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return IBody::STAND;
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}
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inline bool IBody::IsDesiredPosture( PostureType posture ) const
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{
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return true;
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}
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inline bool IBody::IsInDesiredPosture( void ) const
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{
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return true;
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}
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inline IBody::PostureType IBody::GetActualPosture( void ) const
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{
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return IBody::STAND;
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}
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inline bool IBody::IsActualPosture( PostureType posture ) const
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{
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return true;
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}
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inline bool IBody::IsPostureMobile( void ) const
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{
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return true;
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}
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inline bool IBody::IsPostureChanging( void ) const
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{
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return false;
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}
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inline IBody::ArousalType IBody::GetArousal( void ) const
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{
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return IBody::NEUTRAL;
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}
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inline bool IBody::IsArousal( ArousalType arousal ) const
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{
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return true;
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Width of bot's collision hull in XY plane
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*/
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inline float IBody::GetHullWidth( void ) const
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{
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return 26.0f;
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Height of bot's current collision hull based on posture
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*/
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inline float IBody::GetHullHeight( void ) const
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{
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switch( GetActualPosture() )
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{
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case LIE:
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return 16.0f;
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case SIT:
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case CROUCH:
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return GetCrouchHullHeight();
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case STAND:
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default:
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return GetStandHullHeight();
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}
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Height of bot's collision hull when standing
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*/
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inline float IBody::GetStandHullHeight( void ) const
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{
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return 68.0f;
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Height of bot's collision hull when crouched
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*/
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inline float IBody::GetCrouchHullHeight( void ) const
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{
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return 32.0f;
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Return current collision hull minimums based on actual body posture
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*/
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inline const Vector &IBody::GetHullMins( void ) const
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{
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static Vector hullMins;
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hullMins.x = -GetHullWidth()/2.0f;
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hullMins.y = hullMins.x;
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hullMins.z = 0.0f;
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return hullMins;
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}
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//---------------------------------------------------------------------------------------------------------------------------
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/**
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* Return current collision hull maximums based on actual body posture
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*/
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inline const Vector &IBody::GetHullMaxs( void ) const
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{
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static Vector hullMaxs;
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hullMaxs.x = GetHullWidth()/2.0f;
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hullMaxs.y = hullMaxs.x;
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hullMaxs.z = GetHullHeight();
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return hullMaxs;
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}
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inline unsigned int IBody::GetSolidMask( void ) const
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{
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return MASK_NPCSOLID;
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}
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inline unsigned int IBody::GetCollisionGroup( void ) const
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{
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return COLLISION_GROUP_NONE;
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}
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#endif // _NEXT_BOT_BODY_INTERFACE_H_
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