Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// 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_