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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "bot.h"
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#include "bot_manager.h"
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#include "nav_area.h"
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#include "bot_util.h"
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#include "basegrenade_shared.h"
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#include "cs_bot.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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float g_BotUpkeepInterval = 0.0f;
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float g_BotUpdateInterval = 0.0f;
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//--------------------------------------------------------------------------------------------------------------
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CBotManager::CBotManager()
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{
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InitBotTrig();
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}
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//--------------------------------------------------------------------------------------------------------------
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CBotManager::~CBotManager()
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked when the round is restarting
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*/
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void CBotManager::RestartRound( void )
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{
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DestroyAllGrenades();
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ClearDebugMessages();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked at the start of each frame
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*/
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void CBotManager::StartFrame( void )
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{
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VPROF_BUDGET( "CBotManager::StartFrame", VPROF_BUDGETGROUP_NPCS );
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ValidateActiveGrenades();
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// debug smoke grenade visualization
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if (cv_bot_debug.GetInt() == 5)
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{
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Vector edge, lastEdge;
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FOR_EACH_LL( m_activeGrenadeList, it )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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const Vector &pos = ag->GetDetonationPosition();
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UTIL_DrawBeamPoints( pos, pos + Vector( 0, 0, 50 ), 1, 255, 100, 0 );
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lastEdge = Vector( ag->GetRadius() + pos.x, pos.y, pos.z );
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float angle;
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for( angle=0.0f; angle <= 180.0f; angle += 22.5f )
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{
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edge.x = ag->GetRadius() * BotCOS( angle ) + pos.x;
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edge.y = pos.y;
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edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
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UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
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lastEdge = edge;
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}
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lastEdge = Vector( pos.x, ag->GetRadius() + pos.y, pos.z );
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for( angle=0.0f; angle <= 180.0f; angle += 22.5f )
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{
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edge.x = pos.x;
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edge.y = ag->GetRadius() * BotCOS( angle ) + pos.y;
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edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
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UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
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lastEdge = edge;
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}
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}
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}
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// set frame duration
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g_BotUpkeepInterval = m_frameTimer.GetElapsedTime();
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m_frameTimer.Start();
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g_BotUpdateInterval = (g_BotUpdateSkipCount+1) * g_BotUpkeepInterval;
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//
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// Process each active bot
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//
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for( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (!player)
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continue;
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// Hack for now so the temp bot code works. The temp bots are very useful for debugging
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// because they can be setup to mimic the player's usercmds.
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if (player->IsBot() && IsEntityValid( player ) )
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{
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// EVIL: Messes up vtables
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//CBot< CBasePlayer > *bot = static_cast< CBot< CBasePlayer > * >( player );
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CCSBot *bot = dynamic_cast< CCSBot * >( player );
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if ( bot )
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{
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bot->Upkeep();
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if (((gpGlobals->tickcount + bot->entindex()) % g_BotUpdateSkipCount) == 0)
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{
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bot->ResetCommand();
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bot->Update();
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}
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bot->UpdatePlayer();
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Add an active grenade to the bot's awareness
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*/
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void CBotManager::AddGrenade( CBaseGrenade *grenade )
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{
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ActiveGrenade *ag = new ActiveGrenade( grenade );
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m_activeGrenadeList.AddToTail( ag );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* The grenade entity in the world is going away
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*/
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void CBotManager::RemoveGrenade( CBaseGrenade *grenade )
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{
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FOR_EACH_LL( m_activeGrenadeList, it )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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if (ag->IsEntity( grenade ))
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{
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ag->OnEntityGone();
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return;
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* The grenade entity has changed its radius
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*/
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void CBotManager::SetGrenadeRadius( CBaseGrenade *grenade, float radius )
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{
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FOR_EACH_LL( m_activeGrenadeList, it )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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if (ag->IsEntity( grenade ))
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{
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ag->SetRadius( radius );
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return;
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Destroy any invalid active grenades
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*/
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void CBotManager::ValidateActiveGrenades( void )
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{
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int it = m_activeGrenadeList.Head();
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while( it != m_activeGrenadeList.InvalidIndex() )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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int current = it;
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it = m_activeGrenadeList.Next( it );
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// lazy validation
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if (!ag->IsValid())
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{
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m_activeGrenadeList.Remove( current );
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delete ag;
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continue;
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}
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else
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{
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ag->Update();
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBotManager::DestroyAllGrenades( void )
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{
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m_activeGrenadeList.PurgeAndDeleteElements();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if position is inside a smoke cloud
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*/
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bool CBotManager::IsInsideSmokeCloud( const Vector *pos )
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{
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int it = m_activeGrenadeList.Head();
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while( it != m_activeGrenadeList.InvalidIndex() )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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int current = it;
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it = m_activeGrenadeList.Next( it );
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// lazy validation
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if (!ag->IsValid())
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{
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m_activeGrenadeList.Remove( current );
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delete ag;
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continue;
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}
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if (ag->IsSmoke())
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{
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const Vector &smokeOrigin = ag->GetDetonationPosition();
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if ((smokeOrigin - *pos).IsLengthLessThan( ag->GetRadius() ))
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return true;
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}
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if line intersects smoke volume
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* Determine the length of the line of sight covered by each smoke cloud,
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* and sum them (overlap is additive for obstruction).
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* If the overlap exceeds the threshold, the bot can't see through.
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*/
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bool CBotManager::IsLineBlockedBySmoke( const Vector &from, const Vector &to, float grenadeBloat )
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{
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VPROF_BUDGET( "CBotManager::IsLineBlockedBySmoke", VPROF_BUDGETGROUP_NPCS );
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float totalSmokedLength = 0.0f; // distance along line of sight covered by smoke
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// compute unit vector and length of line of sight segment
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Vector sightDir = to - from;
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float sightLength = sightDir.NormalizeInPlace();
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FOR_EACH_LL( m_activeGrenadeList, it )
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{
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ActiveGrenade *ag = m_activeGrenadeList[ it ];
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const float smokeRadiusSq = ag->GetRadius() * ag->GetRadius() * grenadeBloat * grenadeBloat;
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if (ag->IsSmoke())
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{
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const Vector &smokeOrigin = ag->GetDetonationPosition();
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Vector toGrenade = smokeOrigin - from;
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float alongDist = DotProduct( toGrenade, sightDir );
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// compute closest point to grenade along line of sight ray
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Vector close;
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// constrain closest point to line segment
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if (alongDist < 0.0f)
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close = from;
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else if (alongDist >= sightLength)
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close = to;
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else
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close = from + sightDir * alongDist;
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// if closest point is within smoke radius, the line overlaps the smoke cloud
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Vector toClose = close - smokeOrigin;
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float lengthSq = toClose.LengthSqr();
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if (lengthSq < smokeRadiusSq)
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{
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// some portion of the ray intersects the cloud
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float fromSq = toGrenade.LengthSqr();
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float toSq = (smokeOrigin - to).LengthSqr();
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if (fromSq < smokeRadiusSq)
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{
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if (toSq < smokeRadiusSq)
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{
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// both 'from' and 'to' lie within the cloud
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// entire length is smoked
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totalSmokedLength += (to - from).Length();
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}
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else
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{
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// 'from' is inside the cloud, 'to' is outside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
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if (alongDist > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - from).Length();
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}
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else
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{
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// ray starts after 'close'
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totalSmokedLength += halfSmokedLength - (close - from).Length();
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}
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}
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}
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else if (toSq < smokeRadiusSq)
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{
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// 'from' is outside the cloud, 'to' is inside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
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Vector v = to - smokeOrigin;
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if (DotProduct( v, sightDir ) > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - to).Length();
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}
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else
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{
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// ray ends before 'close'
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totalSmokedLength += halfSmokedLength - (close - to).Length();
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}
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}
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else
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{
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// 'from' and 'to' lie outside of the cloud - the line of sight completely crosses it
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// determine the length of the chord that crosses the cloud
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float smokedLength = 2.0f * (float)sqrt( smokeRadiusSq - lengthSq );
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totalSmokedLength += smokedLength;
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}
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}
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}
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}
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// define how much smoke a bot can see thru
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const float maxSmokedLength = 0.7f * SmokeGrenadeRadius;
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// return true if the total length of smoke-covered line-of-sight is too much
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return (totalSmokedLength > maxSmokedLength);
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBotManager::ClearDebugMessages( void )
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{
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m_debugMessageCount = 0;
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m_currentDebugMessage = -1;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Add a new debug message to the message history
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*/
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void CBotManager::AddDebugMessage( const char *msg )
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{
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if (++m_currentDebugMessage >= MAX_DBG_MSGS)
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{
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m_currentDebugMessage = 0;
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}
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if (m_debugMessageCount < MAX_DBG_MSGS)
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{
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++m_debugMessageCount;
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}
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Q_strncpy( m_debugMessage[ m_currentDebugMessage ].m_string, msg, MAX_DBG_MSG_SIZE );
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m_debugMessage[ m_currentDebugMessage ].m_age.Start();
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}
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