//========= Copyright © 1996-2005, 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_