// C_NextBot.h // Next generation bot system // Author: Michael Booth, April 2005 //========= Copyright Valve Corporation, All rights reserved. ============// #ifndef _C_NEXT_BOT_H_ #define _C_NEXT_BOT_H_ #include "c_ai_basenpc.h" //---------------------------------------------------------------------------------------------------------------- /** * The interface holding IBody information */ class IBodyClient { public: enum ActivityType { MOTION_CONTROLLED_XY = 0x0001, // XY position and orientation of the bot is driven by the animation. MOTION_CONTROLLED_Z = 0x0002, // Z position of the bot is driven by the animation. ACTIVITY_UNINTERRUPTIBLE= 0x0004, // activity can't be changed until animation finishes ACTIVITY_TRANSITORY = 0x0008, // a short animation that takes over from the underlying animation momentarily, resuming it upon completion ENTINDEX_PLAYBACK_RATE = 0x0010, // played back at different rates based on entindex }; }; //-------------------------------------------------------------------------------------------------------- /** * The client-side implementation of the NextBot */ class C_NextBotCombatCharacter : public C_BaseCombatCharacter { public: DECLARE_CLASS( C_NextBotCombatCharacter, C_BaseCombatCharacter ); DECLARE_CLIENTCLASS(); C_NextBotCombatCharacter(); virtual ~C_NextBotCombatCharacter(); public: virtual void Spawn( void ); virtual void UpdateClientSideAnimation( void ); virtual ShadowType_t ShadowCastType( void ); virtual bool IsNextBot() { return true; } void ForceShadowCastType( bool bForce, ShadowType_t forcedShadowType = SHADOWS_NONE ) { m_bForceShadowType = bForce; m_forcedShadowType = forcedShadowType; } bool GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const; // Local In View Data. void InitFrustumData( void ) { m_bInFrustum = false; m_flFrustumDistanceSqr = FLT_MAX; m_nInFrustumFrame = gpGlobals->framecount; } bool IsInFrustumValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); } void SetInFrustum( bool bInFrustum ) { m_bInFrustum = bInFrustum; } bool IsInFrustum( void ) { return m_bInFrustum; } void SetInFrustumDistanceSqr( float flDistance ) { m_flFrustumDistanceSqr = flDistance; } float GetInFrustumDistanceSqr( void ) { return m_flFrustumDistanceSqr; } private: ShadowType_t m_shadowType; // Are we LOD'd to simple shadows? CountdownTimer m_shadowTimer; // Timer to throttle checks for shadow LOD ShadowType_t m_forcedShadowType; bool m_bForceShadowType; void UpdateShadowLOD( void ); // Local In View Data. int m_nInFrustumFrame; bool m_bInFrustum; float m_flFrustumDistanceSqr; private: C_NextBotCombatCharacter( const C_NextBotCombatCharacter & ); // not defined, not accessible }; //-------------------------------------------------------------------------------------------------------- /** * The C_NextBotManager manager */ class C_NextBotManager { public: C_NextBotManager( void ); ~C_NextBotManager(); /** * Execute functor for each NextBot in the system. * If a functor returns false, stop iteration early * and return false. */ template < typename Functor > bool ForEachCombatCharacter( Functor &func ) { for( int i=0; i < m_botList.Count(); ++i ) { C_NextBotCombatCharacter *character = m_botList[i]; if ( character->IsPlayer() ) { continue; } if ( character->IsDormant() ) { continue; } if ( !func( character ) ) { return false; } } return true; } int GetActiveCount() { return m_botList.Count(); } bool SetupInFrustumData( void ); bool IsInFrustumDataValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); } private: friend class C_NextBotCombatCharacter; void Register( C_NextBotCombatCharacter *bot ); void UnRegister( C_NextBotCombatCharacter *bot ); CUtlVector< C_NextBotCombatCharacter * > m_botList; ///< list of all active NextBots int m_nInFrustumFrame; }; // singleton accessor extern C_NextBotManager &TheClientNextBots( void ); #endif // _C_NEXT_BOT_H_