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56 lines
1.6 KiB
56 lines
1.6 KiB
8 years ago
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#ifndef BOT_H
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#define BOT_H
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// botman's Half-Life bot example (http://jump.to/botman/)
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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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typedef struct // used in checking if bot can pick up ammo
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{
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char *ammo_name;
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char *weapon_name;
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int max_carry;
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} ammo_check_t;
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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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CBaseEntity *pBotEnemy; // pointer to bot's enemy
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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 );
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void Killed(entvars_t *pevAttacker, int iGib);
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void PlayerDeathThink( void );
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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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void BotDebug( char *message );
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void BotOnLadder( void );
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CBaseEntity * CBot::BotFindEnemy( void );
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void BotShootAtEnemy( void );
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void BotFindItem( void );
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};
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#endif // BOT_H
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