Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// C_NextBot.cpp
// Client-side implementation of Next generation bot system
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "C_NextBot.h"
#include "debugoverlay_shared.h"
#include <bitbuf.h>
#include "viewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#undef NextBot
ConVar NextBotShadowDist( "nb_shadow_dist", "400" );
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_NextBotCombatCharacter, DT_NextBot, NextBotCombatCharacter )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::C_NextBotCombatCharacter()
{
// Left4Dead have surfaces too steep for IK to work properly
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_shadowType = SHADOWS_SIMPLE;
m_forcedShadowType = SHADOWS_NONE;
m_bForceShadowType = false;
TheClientNextBots().Register( this );
}
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::~C_NextBotCombatCharacter()
{
TheClientNextBots().UnRegister( this );
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::Spawn( void )
{
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateClientSideAnimation()
{
if (IsDormant())
{
return;
}
BaseClass::UpdateClientSideAnimation();
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateShadowLOD( void )
{
ShadowType_t oldShadowType = m_shadowType;
if ( m_bForceShadowType )
{
m_shadowType = m_forcedShadowType;
}
else
{
#ifdef NEED_SPLITSCREEN_INTEGRATION
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer(hh);
if ( pl )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer(hh)->GetAbsOrigin();
#else
{
if ( C_BasePlayer::GetLocalPlayer() )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
#endif
if ( delta.IsLengthLessThan( NextBotShadowDist.GetFloat() ) )
{
m_shadowType = SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
}
if ( oldShadowType != m_shadowType )
{
DestroyShadow();
}
}
//--------------------------------------------------------------------------------------------------------
ShadowType_t C_NextBotCombatCharacter::ShadowCastType( void )
{
if ( !IsVisible() )
return SHADOWS_NONE;
if ( m_shadowTimer.IsElapsed() )
{
m_shadowTimer.Start( 0.15f );
UpdateShadowLOD();
}
return m_shadowType;
}
//--------------------------------------------------------------------------------------------------------
bool C_NextBotCombatCharacter::GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const
{
if ( pForcedShadowType )
{
*pForcedShadowType = m_forcedShadowType;
}
return m_bForceShadowType;
}
//--------------------------------------------------------------------------------------------------------
/**
* Singleton accessor.
* By returning a reference, we guarantee construction of the
* instance before its first use.
*/
C_NextBotManager &TheClientNextBots( void )
{
static C_NextBotManager manager;
return manager;
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::C_NextBotManager( void )
{
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::~C_NextBotManager()
{
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::Register( C_NextBotCombatCharacter *bot )
{
m_botList.AddToTail( bot );
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::UnRegister( C_NextBotCombatCharacter *bot )
{
m_botList.FindAndRemove( bot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_NextBotManager::SetupInFrustumData( void )
{
#ifdef ENABLE_AFTER_INTEGRATION
// Done already this frame.
if ( IsInFrustumDataValid() )
return true;
// Can we use the view data yet?
if ( !FrustumCache()->IsValid() )
return false;
// Get the number of active bots.
int nBotCount = m_botList.Count();
// Reset.
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
pBot->InitFrustumData();
}
FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );
// Get the active local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
continue;
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
// Are we in the view frustum?
Vector vecMin, vecMax;
pBot->CollisionProp()->WorldSpaceAABB( &vecMin, &vecMax );
bool bInFrustum = !FrustumCache()->m_Frustums[iSlot].CullBox( vecMin, vecMax );
if ( bInFrustum )
{
Vector vecSegment;
VectorSubtract( pBot->GetAbsOrigin(), pPlayer->GetAbsOrigin(), vecSegment );
float flDistance = vecSegment.LengthSqr();
if ( flDistance < pBot->GetInFrustumDistanceSqr() )
{
pBot->SetInFrustumDistanceSqr( flDistance );
}
pBot->SetInFrustum( true );
}
}
}
// Mark as setup this frame.
m_nInFrustumFrame = gpGlobals->framecount;
#endif
return true;
}
//--------------------------------------------------------------------------------------------------------