#ifndef BOT_H #define BOT_H // botman's Half-Life bot example (http://jump.to/botman/) #define LADDER_UP 1 #define LADDER_DOWN 2 #define WANDER_LEFT 1 #define WANDER_RIGHT 2 typedef struct // used in checking if bot can pick up ammo { char *ammo_name; char *weapon_name; int max_carry; } ammo_check_t; class CBot : public CBasePlayer //Derive a bot class from CBasePlayer { public: Vector v_prev_origin; // previous origin (i.e. location) float f_shoot_time; // next time to shoot weapon at float f_max_speed; // last sv_maxspeed setting float f_speed_check_time; // check sv_maxspeed every so often float f_move_speed; // speed at which the bot will move int ladder_dir; // direction traveling on ladder (UP or DOWN) int wander_dir; // randomly wander left or right float f_pause_time; // timeout for periods when the bot pauses float f_find_item; // timeout for not looking for items CBaseEntity *pBotEnemy; // pointer to bot's enemy char message[256]; // buffer for debug messages void Spawn( void ); void BotThink( void ); void Killed(entvars_t *pevAttacker, int iGib); void PlayerDeathThink( void ); // Bots should return FALSE for this, they can't receive NET messages virtual BOOL IsNetClient( void ) { return FALSE; } int BloodColor() { return BLOOD_COLOR_RED; } void BotDebug( char *message ); void BotOnLadder( void ); CBaseEntity * CBot::BotFindEnemy( void ); void BotShootAtEnemy( void ); void BotFindItem( void ); }; #endif // BOT_H