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