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65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
//========= 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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