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Diffstat (limited to 'game/server/tf/bot_npc/bot_npc_body.h')
| -rw-r--r-- | game/server/tf/bot_npc/bot_npc_body.h | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/game/server/tf/bot_npc/bot_npc_body.h b/game/server/tf/bot_npc/bot_npc_body.h new file mode 100644 index 0000000..3d58bee --- /dev/null +++ b/game/server/tf/bot_npc/bot_npc_body.h @@ -0,0 +1,64 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +#ifndef BOT_NPC_BODY_H +#define BOT_NPC_BODY_H + +#include "animation.h" +#include "NextBotBodyInterface.h" + +class INextBot; + + +//---------------------------------------------------------------------------------------------------------------- +/** + * The interface for control and information about the bot's body state (posture, animation state, etc) + */ +class CBotNPCBody : public IBody +{ +public: + CBotNPCBody( INextBot *bot ); + virtual ~CBotNPCBody() { } + + virtual void Update( void ); + + virtual bool StartActivity( Activity act, unsigned int flags = 0 ); + virtual Activity GetActivity( void ) const; // return currently animating activity + virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one + + virtual void AimHeadTowards( const Vector &lookAtPos, + LookAtPriorityType priority = BORING, + float duration = 0.0f, + INextBotReply *replyWhenAimed = NULL, + const char *reason = NULL ); // aim the bot's head towards the given goal + virtual void AimHeadTowards( CBaseEntity *subject, + LookAtPriorityType priority = BORING, + float duration = 0.0f, + INextBotReply *replyWhenAimed = NULL, + const char *reason = NULL ); // continually aim the bot's head towards the given subject + + 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) + virtual unsigned int GetCollisionGroup( void ) const; + +private: + int m_currentActivity; + int m_moveXPoseParameter; + int m_moveYPoseParameter; + QAngle m_desiredAimAngles; +}; + + +inline Activity CBotNPCBody::GetActivity( void ) const +{ + return (Activity)m_currentActivity; +} + +inline bool CBotNPCBody::IsActivity( Activity act ) const +{ + return act == m_currentActivity ? true : false; +} + +inline unsigned int CBotNPCBody::GetCollisionGroup( void ) const +{ + return COLLISION_GROUP_PLAYER_MOVEMENT; +} + +#endif // BOT_NPC_BODY_H |