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168 lines
6.2 KiB
168 lines
6.2 KiB
// 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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