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89 lines
2.0 KiB
C++
89 lines
2.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hooks and classes for the support of humanoid NPCs with
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// groovy facial animation capabilities, aka, "Actors"
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//
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//=============================================================================//
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#ifndef AI_INTEREST_TARGET_H
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#define AI_INTEREST_TARGET_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// CAI_BaseActor
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//
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// Purpose: The base class for all facially expressive NPCS.
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//
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//-----------------------------------------------------------------------------
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class CAI_InterestTarget_t
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{
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public:
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enum CAI_InterestTarget_e
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{
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LOOKAT_ENTITY = 0,
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LOOKAT_POSITION,
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LOOKAT_BOTH
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};
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public:
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bool IsThis( CBaseEntity *pThis );
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const Vector &GetPosition( void );
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bool IsActive( void );
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float Interest( void );
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public:
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CAI_InterestTarget_e m_eType; // ????
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EHANDLE m_hTarget;
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Vector m_vecPosition;
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float m_flStartTime;
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float m_flEndTime;
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float m_flRamp;
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float m_flInterest;
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DECLARE_SIMPLE_DATADESC();
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};
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class CAI_InterestTarget : public CUtlVector<CAI_InterestTarget_t>
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{
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public:
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void Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp );
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void Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
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void Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
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int Find( CBaseEntity *pTarget )
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{
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int i;
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for ( i = 0; i < Count(); i++)
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{
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if (pTarget == (*this)[i].m_hTarget)
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return i;
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}
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return InvalidIndex();
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}
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void Cleanup( void )
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{
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int i;
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for (i = Count() - 1; i >= 0; i--)
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{
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if (!Element(i).IsActive())
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{
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Remove( i );
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}
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}
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};
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private:
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void Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
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};
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//-----------------------------------------------------------------------------
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#endif // AI_INTEREST_TARGET_H
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