Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

224 lines
6.2 KiB

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef BOT_PROFILE
#define BOT_PROFILE
#ifdef _WIN32
#pragma once
#endif
// long STL names get truncated in browse info.
#pragma warning(disable : 4786)
#ifndef _WIN32
#include <strings.h>
#include <stdio.h>
#endif // _WIN32
#undef min
#undef max
#include "bot_constants.h"
enum
{
FirstCustomSkin = 100,
NumCustomSkins = 100,
LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1,
};
enum BotProfileTeamType
{
BOT_TEAM_T,
BOT_TEAM_CT,
BOT_TEAM_ANY
};
class BotProfile
{
public:
BotProfile()
{
m_name = NULL;
m_aggression = 0.0f;
m_skill = 0.0f;
m_teamwork = 0.0f;
m_weaponPreferenceCount = 0;
m_cost = 0;
m_skin = 0;
m_difficultyFlags = 0;
m_voicePitch = 100;
m_reactionTime = 0.3f;
m_attackDelay = 0.0f;
m_teams = BOT_TEAM_ANY;
m_voiceBank = 0;
m_prefersSilencer = false;
}
const char *GetName() const { return m_name; }
float GetAggression() const { return m_aggression; }
float GetSkill() const { return m_skill; }
float GetTeamwork() const { return m_teamwork; }
int GetWeaponPreference(int i) const { return m_weaponPreference[i]; }
const char *GetWeaponPreferenceAsString(int i) const;
int GetWeaponPreferenceCount() const { return m_weaponPreferenceCount; }
bool HasPrimaryPreference() const;
bool HasPistolPreference() const;
int GetCost() const { return m_cost; }
int GetSkin() const { return m_skin; }
bool IsDifficulty(BotDifficultyType diff) const;
int GetVoicePitch() const { return m_voicePitch; }
float GetReactionTime() const { return m_reactionTime; }
float GetAttackDelay() const { return m_attackDelay; }
int GetVoiceBank() const { return m_voiceBank; }
bool IsValidForTeam(BotProfileTeamType team) const;
bool PrefersSilencer() const { return m_prefersSilencer; }
private:
void Inherit(const BotProfile *parent, const BotProfile *baseline);
friend class BotProfileManager;
char *m_name;
float m_aggression;
float m_skill;
float m_teamwork;
enum { MAX_WEAPON_PREFS = 16 };
int m_weaponPreference[MAX_WEAPON_PREFS];
int m_weaponPreferenceCount;
int m_cost;
int m_skin;
unsigned char m_difficultyFlags;
int m_voicePitch;
float m_reactionTime;
float m_attackDelay;
enum BotProfileTeamType m_teams;
bool m_prefersSilencer;
int m_voiceBank;
};
inline bool BotProfile::IsDifficulty(BotDifficultyType diff) const
{
return (m_difficultyFlags & (1 << diff)) ? true : false;
}
inline void BotProfile::Inherit(const BotProfile *parent, const BotProfile *baseline)
{
if (parent->m_aggression != baseline->m_aggression)
m_aggression = parent->m_aggression;
if (parent->m_skill != baseline->m_skill)
m_skill = parent->m_skill;
if (parent->m_teamwork != baseline->m_teamwork)
m_teamwork = parent->m_teamwork;
if (parent->m_weaponPreferenceCount != baseline->m_weaponPreferenceCount)
{
m_weaponPreferenceCount = parent->m_weaponPreferenceCount;
for (int i = 0; i < parent->m_weaponPreferenceCount; ++i)
m_weaponPreference[i] = parent->m_weaponPreference[i];
}
if (parent->m_cost != baseline->m_cost)
m_cost = parent->m_cost;
if (parent->m_skin != baseline->m_skin)
m_skin = parent->m_skin;
if (parent->m_difficultyFlags != baseline->m_difficultyFlags)
m_difficultyFlags = parent->m_difficultyFlags;
if (parent->m_voicePitch != baseline->m_voicePitch)
m_voicePitch = parent->m_voicePitch;
if (parent->m_reactionTime != baseline->m_reactionTime)
m_reactionTime = parent->m_reactionTime;
if (parent->m_attackDelay != baseline->m_attackDelay)
m_attackDelay = parent->m_attackDelay;
if (parent->m_teams != baseline->m_teams)
m_teams = parent->m_teams;
if (parent->m_voiceBank != baseline->m_voiceBank)
m_voiceBank = parent->m_voiceBank;
}
typedef CUtlLinkedList <BotProfile *, int> BotProfileList;
class BotProfileManager
{
public:
BotProfileManager();
~BotProfileManager();
void Init(const char *filename, unsigned int *checksum = NULL);
void Reset();
const BotProfile *GetProfile (const char *name, BotProfileTeamType team) const
{
FOR_EACH_LL (m_profileList, it)
{
BotProfile *profile = m_profileList[it];
if (!Q_stricmp (name, profile->GetName ()) && profile->IsValidForTeam (team))
return profile;
}
return NULL;
}
const BotProfileList *GetProfileList() const { return &m_profileList; }
const BotProfile *GetRandomProfile(BotDifficultyType difficulty, BotProfileTeamType team) const;
const char *GetCustomSkin(int index);
const char *GetCustomSkinModelname(int index);
const char *GetCustomSkinFname(int index);
int GetCustomSkinIndex(const char *name, const char *filename = NULL);
typedef CUtlVector<char *> VoiceBankList;
const VoiceBankList *GetVoiceBanks() const { return &m_voiceBanks; }
int FindVoiceBankIndex(const char *filename);
protected:
BotProfileList m_profileList;
VoiceBankList m_voiceBanks;
char *m_skins[NumCustomSkins];
char *m_skinModelnames[NumCustomSkins];
char *m_skinFilenames[NumCustomSkins];
int m_nextSkin;
};
extern BotProfileManager *TheBotProfiles;
#endif // BOT_PROFILE