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Diffstat (limited to 'game/shared/cstrike/bot/improv_locomotor.h')
| -rw-r--r-- | game/shared/cstrike/bot/improv_locomotor.h | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/game/shared/cstrike/bot/improv_locomotor.h b/game/shared/cstrike/bot/improv_locomotor.h new file mode 100644 index 0000000..1705461 --- /dev/null +++ b/game/shared/cstrike/bot/improv_locomotor.h @@ -0,0 +1,57 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// improv_locomotor.h +// Interface for moving Improvs along computed paths +// Author: Michael Booth, July 2004 + +#ifndef _IMPROV_LOCOMOTOR_H_ +#define _IMPROV_LOCOMOTOR_H_ + +// TODO: Remove duplicate methods from CImprov, and update CImprov to use this class + +/** + * A locomotor owns the movement of an Improv + */ +class CImprovLocomotor +{ +public: + virtual const Vector &GetCentroid( void ) const = 0; + virtual const Vector &GetFeet( void ) const = 0; ///< return position of "feet" - point below centroid of improv at feet level + virtual const Vector &GetEyes( void ) const = 0; + virtual float GetMoveAngle( void ) const = 0; ///< return direction of movement + + virtual CNavArea *GetLastKnownArea( void ) const = 0; + 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 + + virtual void Crouch( void ) = 0; + virtual void StandUp( void ) = 0; ///< "un-crouch" + virtual bool IsCrouching( void ) const = 0; + + virtual void Jump( void ) = 0; ///< initiate a jump + virtual bool IsJumping( void ) const = 0; + + virtual void Run( void ) = 0; ///< set movement speed to running + virtual void Walk( void ) = 0; ///< set movement speed to walking + virtual bool IsRunning( void ) const = 0; + + 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 + virtual bool TraverseLadder( const CNavLadder *ladder, NavTraverseType how, const Vector &approachPos, const Vector &departPos, float deltaT ) = 0; ///< traverse given ladder + virtual bool IsUsingLadder( void ) const = 0; + + enum MoveToFailureType + { + FAIL_INVALID_PATH, + FAIL_STUCK, + FAIL_FELL_OFF, + }; + virtual void TrackPath( const Vector &pathGoal, float deltaT ) = 0; ///< move along path by following "pathGoal" + virtual void OnMoveToSuccess( const Vector &goal ) { } ///< invoked when an improv reaches its MoveTo goal + virtual void OnMoveToFailure( const Vector &goal, MoveToFailureType reason ) { } ///< invoked when an improv fails to reach a MoveTo goal +}; + +#endif // _IMPROV_LOCOMOTOR_H_ |