Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// botman's Half-Life bot example
//
// http://planethalflife.com/botman/
//
// bot.h
//
#ifndef BOT_H
#define BOT_H
#define LADDER_UP 1
#define LADDER_DOWN 2
#define WANDER_LEFT 1
#define WANDER_RIGHT 2
#define MODEL_HGRUNT 1
#define MODEL_BARNEY 2
#define MODEL_SCIENTIST 3
#define BOT_YAW_SPEED 20 // degrees per 10th of second turning speed
#define BOT_SKIN_LEN 16
#define BOT_NAME_LEN 31
typedef struct // used in checking if bot can pick up ammo
{
const char *ammo_name;
const char *weapon_name;
int max_carry;
} ammo_check_t;
#define BOT_IDLE 0
#define BOT_NEED_TO_KICK 1
#define BOT_NEED_TO_RESPAWN 2
#define BOT_IS_RESPAWNING 3
typedef struct // used to respawn bot at end of round (time/frag limit)
{
BOOL is_used; // is this slot in use?
int state; // current state of the bot
char skin[BOT_SKIN_LEN+1];
char name[BOT_NAME_LEN+1];
char skill[2];
CBasePlayer *pBot;
} respawn_t;
#define HG_SND1 "hgrunt/gr_pain1.wav"
#define HG_SND2 "hgrunt/gr_pain2.wav"
#define HG_SND3 "hgrunt/gr_pain3.wav"
#define HG_SND4 "hgrunt/gr_pain4.wav"
#define HG_SND5 "hgrunt/gr_pain5.wav"
#define BA_SND1 "barney/ba_bring.wav"
#define BA_SND2 "barney/ba_pain1.wav"
#define BA_SND3 "barney/ba_pain2.wav"
#define BA_SND4 "barney/ba_pain3.wav"
#define BA_SND5 "barney/ba_die1.wav"
#define SC_SND1 "scientist/sci_fear8.wav"
#define SC_SND2 "scientist/sci_fear13.wav"
#define SC_SND3 "scientist/sci_fear14.wav"
#define SC_SND4 "scientist/sci_fear15.wav"
#define SC_SND5 "scientist/sci_pain3.wav"
#define BA_TNT1 "barney/ba_another.wav"
#define BA_TNT2 "barney/ba_endline.wav"
#define BA_TNT3 "barney/ba_gotone.wav"
#define BA_TNT4 "barney/ba_seethat.wav"
#define BA_TNT5 "barney/ba_tomb.wav"
#define SC_TNT1 "scientist/odorfromyou.wav"
#define SC_TNT2 "scientist/smellburn.wav"
#define SC_TNT3 "scientist/somethingfoul.wav"
#define SC_TNT4 "scientist/youlookbad.wav"
#define SC_TNT5 "scientist/youneedmedic.wav"
#define USE_TEAMPLAY_SND "barney/teamup2.wav"
#define USE_TEAMPLAY_LATER_SND "barney/seeya.wav"
#define USE_TEAMPLAY_ENEMY_SND "barney/ba_raincheck.wav"
void BotDebug( char *buffer ); // print out message to HUD for debugging
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
char model_name[20];
int bot_model;
int bot_skill; // bot skill level (0=very good, 4=very bad)
float f_pain_time; // time when pain sound can be spoken
BOOL b_use_health_station; // set if bot should "use" health station
float f_use_health_time; // time when b_use_health_station is set
BOOL b_use_HEV_station; // set if bot should "use" HEV station
float f_use_HEV_time; // time when b_use_HEV_station is set
BOOL b_use_button; // set if bot should "use" button
float f_use_button_time; // time when b_use_button is set
BOOL b_lift_moving; // flag set when lift (elevator) is moving
float f_use_ladder_time; // time when bot sees a ladder
BOOL b_see_tripmine; // set if bot "sees" a tripmine
BOOL b_shoot_tripmine; // set if bot should shoot a tripmine
Vector v_tripmine_origin; // origin of tripmine
float f_fire_gauss; // time to release secondary fire on gauss gun
BOOL bot_was_paused; // TRUE if bot was previously "paused"
float f_weapon_inventory_time; // time to check weapon inventory
int respawn_index; // index in respawn structure for this bot
float f_dont_avoid_wall_time; // time when avoiding walls is OK
float f_bot_use_time; // time the bot was "used" by player
float f_wall_on_left; // time since bot has had a wall on the left
float f_wall_on_right; // time since bot has had a wall on the right
CBaseEntity *pBotEnemy; // pointer to bot's enemy
CBaseEntity *pBotUser; // pointer to player using bot
CBaseEntity *pBotPickupItem; // pointer to item we are trying to get
CBasePlayerItem *weapon_ptr[MAX_WEAPONS]; // pointer array to weapons
int primary_ammo[MAX_WEAPONS]; // amount of primary ammo available
int secondary_ammo[MAX_WEAPONS]; // amount of secondary ammo available
char message[256]; // buffer for debug messages
void Spawn( void );
void BotThink( void ); // think function for the bot
// Bots should return FALSE for this, they can't receive NET messages
virtual BOOL IsNetClient( void ) { return FALSE; }
int BloodColor() { return BLOOD_COLOR_RED; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
float flDamage, int bitsDamageType );
int ObjectCaps() { return FCAP_IMPULSE_USE; };
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value );
int BotInFieldOfView( Vector dest );
BOOL BotEntityIsVisible( Vector dest );
float BotChangeYaw( float speed );
void BotOnLadder( float moved_distance );
void BotUnderWater( void );
CBaseEntity * BotFindEnemy( void );
Vector BotBodyTarget( CBaseEntity *pBotEnemy );
void BotWeaponInventory( void );
BOOL BotFireWeapon( Vector enemy, int weapon_choice = 0, BOOL primary = TRUE );
void BotShootAtEnemy( void );
void BotFindItem( void );
void BotUseLift( float moved_distance );
void BotTurnAtWall( TraceResult *tr );
BOOL BotCantMoveForward( TraceResult *tr );
BOOL BotCanJumpUp( void );
BOOL BotCanDuckUnder( void );
BOOL BotShootTripmine( void );
BOOL BotFollowUser( void ); // returns FALSE if can find "user"
BOOL BotCheckWallOnLeft( void );
BOOL BotCheckWallOnRight( void );
};
#endif // BOT_H