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// botman's Half-Life bot example
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//
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// http://planethalflife.com/botman/
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//
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// bot.h
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//
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#ifndef BOT_H
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#define BOT_H
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#define LADDER_UP 1
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#define LADDER_DOWN 2
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#define WANDER_LEFT 1
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#define WANDER_RIGHT 2
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#define MODEL_HGRUNT 1
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#define MODEL_BARNEY 2
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#define MODEL_SCIENTIST 3
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#define BOT_YAW_SPEED 20 // degrees per 10th of second turning speed
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#define BOT_SKIN_LEN 16
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#define BOT_NAME_LEN 31
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typedef struct // used in checking if bot can pick up ammo
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{
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const char *ammo_name;
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const char *weapon_name;
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int max_carry;
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} ammo_check_t;
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#define BOT_IDLE 0
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#define BOT_NEED_TO_KICK 1
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#define BOT_NEED_TO_RESPAWN 2
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#define BOT_IS_RESPAWNING 3
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typedef struct // used to respawn bot at end of round (time/frag limit)
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{
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BOOL is_used; // is this slot in use?
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int state; // current state of the bot
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char skin[BOT_SKIN_LEN+1];
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char name[BOT_NAME_LEN+1];
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char skill[2];
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CBasePlayer *pBot;
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} respawn_t;
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#define HG_SND1 "hgrunt/gr_pain1.wav"
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#define HG_SND2 "hgrunt/gr_pain2.wav"
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#define HG_SND3 "hgrunt/gr_pain3.wav"
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#define HG_SND4 "hgrunt/gr_pain4.wav"
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#define HG_SND5 "hgrunt/gr_pain5.wav"
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#define BA_SND1 "barney/ba_bring.wav"
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#define BA_SND2 "barney/ba_pain1.wav"
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#define BA_SND3 "barney/ba_pain2.wav"
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#define BA_SND4 "barney/ba_pain3.wav"
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#define BA_SND5 "barney/ba_die1.wav"
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#define SC_SND1 "scientist/sci_fear8.wav"
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#define SC_SND2 "scientist/sci_fear13.wav"
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#define SC_SND3 "scientist/sci_fear14.wav"
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#define SC_SND4 "scientist/sci_fear15.wav"
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#define SC_SND5 "scientist/sci_pain3.wav"
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#define BA_TNT1 "barney/ba_another.wav"
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#define BA_TNT2 "barney/ba_endline.wav"
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#define BA_TNT3 "barney/ba_gotone.wav"
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#define BA_TNT4 "barney/ba_seethat.wav"
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#define BA_TNT5 "barney/ba_tomb.wav"
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#define SC_TNT1 "scientist/odorfromyou.wav"
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#define SC_TNT2 "scientist/smellburn.wav"
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#define SC_TNT3 "scientist/somethingfoul.wav"
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#define SC_TNT4 "scientist/youlookbad.wav"
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#define SC_TNT5 "scientist/youneedmedic.wav"
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#define USE_TEAMPLAY_SND "barney/teamup2.wav"
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#define USE_TEAMPLAY_LATER_SND "barney/seeya.wav"
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#define USE_TEAMPLAY_ENEMY_SND "barney/ba_raincheck.wav"
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void BotDebug( char *buffer ); // print out message to HUD for debugging
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class CBot : public CBasePlayer //Derive a bot class from CBasePlayer
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{
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public:
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Vector v_prev_origin; // previous origin (i.e. location)
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float f_shoot_time; // next time to shoot weapon at
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float f_max_speed; // last sv_maxspeed setting
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float f_speed_check_time; // check sv_maxspeed every so often
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float f_move_speed; // speed at which the bot will move
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int ladder_dir; // direction traveling on ladder (UP or DOWN)
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int wander_dir; // randomly wander left or right
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float f_pause_time; // timeout for periods when the bot pauses
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float f_find_item; // timeout for not looking for items
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char model_name[20];
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int bot_model;
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int bot_skill; // bot skill level (0=very good, 4=very bad)
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float f_pain_time; // time when pain sound can be spoken
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BOOL b_use_health_station; // set if bot should "use" health station
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float f_use_health_time; // time when b_use_health_station is set
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BOOL b_use_HEV_station; // set if bot should "use" HEV station
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float f_use_HEV_time; // time when b_use_HEV_station is set
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BOOL b_use_button; // set if bot should "use" button
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float f_use_button_time; // time when b_use_button is set
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BOOL b_lift_moving; // flag set when lift (elevator) is moving
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float f_use_ladder_time; // time when bot sees a ladder
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BOOL b_see_tripmine; // set if bot "sees" a tripmine
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BOOL b_shoot_tripmine; // set if bot should shoot a tripmine
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Vector v_tripmine_origin; // origin of tripmine
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float f_fire_gauss; // time to release secondary fire on gauss gun
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BOOL bot_was_paused; // TRUE if bot was previously "paused"
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float f_weapon_inventory_time; // time to check weapon inventory
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int respawn_index; // index in respawn structure for this bot
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float f_dont_avoid_wall_time; // time when avoiding walls is OK
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float f_bot_use_time; // time the bot was "used" by player
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float f_wall_on_left; // time since bot has had a wall on the left
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float f_wall_on_right; // time since bot has had a wall on the right
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CBaseEntity *pBotEnemy; // pointer to bot's enemy
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CBaseEntity *pBotUser; // pointer to player using bot
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CBaseEntity *pBotPickupItem; // pointer to item we are trying to get
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CBasePlayerItem *weapon_ptr[MAX_WEAPONS]; // pointer array to weapons
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int primary_ammo[MAX_WEAPONS]; // amount of primary ammo available
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int secondary_ammo[MAX_WEAPONS]; // amount of secondary ammo available
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char message[256]; // buffer for debug messages
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void Spawn( void );
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void BotThink( void ); // think function for the bot
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// Bots should return FALSE for this, they can't receive NET messages
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virtual BOOL IsNetClient( void ) { return FALSE; }
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int BloodColor() { return BLOOD_COLOR_RED; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
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float flDamage, int bitsDamageType );
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int ObjectCaps() { return FCAP_IMPULSE_USE; };
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller,
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USE_TYPE useType, float value );
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int BotInFieldOfView( Vector dest );
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BOOL BotEntityIsVisible( Vector dest );
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float BotChangeYaw( float speed );
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void BotOnLadder( float moved_distance );
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void BotUnderWater( void );
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CBaseEntity * BotFindEnemy( void );
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Vector BotBodyTarget( CBaseEntity *pBotEnemy );
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void BotWeaponInventory( void );
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BOOL BotFireWeapon( Vector enemy, int weapon_choice = 0, BOOL primary = TRUE );
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void BotShootAtEnemy( void );
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void BotFindItem( void );
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void BotUseLift( float moved_distance );
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void BotTurnAtWall( TraceResult *tr );
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BOOL BotCantMoveForward( TraceResult *tr );
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BOOL BotCanJumpUp( void );
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BOOL BotCanDuckUnder( void );
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BOOL BotShootTripmine( void );
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BOOL BotFollowUser( void ); // returns FALSE if can find "user"
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BOOL BotCheckWallOnLeft( void );
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BOOL BotCheckWallOnRight( void );
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};
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#endif // BOT_H
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