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diff --git a/game/shared/cstrike/bot/bot_profile.h b/game/shared/cstrike/bot/bot_profile.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+// Author: Michael S. Booth ([email protected]), 2003
+
+#ifndef _BOT_PROFILE_H_
+#define _BOT_PROFILE_H_
+
+#pragma warning( disable : 4786 ) // long STL names get truncated in browse info.
+
+#include "bot_constants.h"
+#include "bot_util.h"
+#include "cs_weapon_parse.h"
+
+enum
+{
+ FirstCustomSkin = 100,
+ NumCustomSkins = 100,
+ LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1,
+};
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * A BotProfile describes the "personality" of a given bot
+ */
+class BotProfile
+{
+public:
+ BotProfile( void )
+ {
+ 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 = TEAM_UNASSIGNED;
+ m_voiceBank = 0;
+ m_prefersSilencer = false;
+ }
+
+ ~BotProfile( void )
+ {
+ if ( m_name )
+ delete [] m_name;
+ }
+
+ const char *GetName( void ) const { return m_name; } ///< return bot's name
+ float GetAggression( void ) const { return m_aggression; }
+ float GetSkill( void ) const { return m_skill; }
+ float GetTeamwork( void ) const { return m_teamwork; }
+
+ CSWeaponID GetWeaponPreference( int i ) const { return m_weaponPreference[ i ]; }
+ const char *GetWeaponPreferenceAsString( int i ) const;
+ int GetWeaponPreferenceCount( void ) const { return m_weaponPreferenceCount; }
+ bool HasPrimaryPreference( void ) const; ///< return true if this profile has a primary weapon preference
+ bool HasPistolPreference( void ) const; ///< return true if this profile has a pistol weapon preference
+
+ int GetCost( void ) const { return m_cost; }
+ int GetSkin( void ) const { return m_skin; }
+ bool IsDifficulty( BotDifficultyType diff ) const; ///< return true if this profile can be used for the given difficulty level
+ int GetVoicePitch( void ) const { return m_voicePitch; }
+ float GetReactionTime( void ) const { return m_reactionTime; }
+ float GetAttackDelay( void ) const { return m_attackDelay; }
+ int GetVoiceBank() const { return m_voiceBank; }
+
+ bool IsValidForTeam( int team ) const;
+
+ bool PrefersSilencer() const { return m_prefersSilencer; }
+
+ bool InheritsFrom( const char *name ) const;
+
+private:
+ friend class BotProfileManager; ///< for loading profiles
+
+ void Inherit( const BotProfile *parent, const BotProfile *baseline ); ///< copy values from parent if they differ from baseline
+
+ char *m_name; ///< the bot's name
+ float m_aggression; ///< percentage: 0 = coward, 1 = berserker
+ float m_skill; ///< percentage: 0 = terrible, 1 = expert
+ float m_teamwork; ///< percentage: 0 = rogue, 1 = complete obeyance to team, lots of comm
+
+ enum { MAX_WEAPON_PREFS = 16 };
+ CSWeaponID m_weaponPreference[ MAX_WEAPON_PREFS ]; ///< which weapons this bot likes to use, in order of priority
+ int m_weaponPreferenceCount;
+
+ int m_cost; ///< reputation point cost for career mode
+ int m_skin; ///< "skin" index
+ unsigned char m_difficultyFlags; ///< bits set correspond to difficulty levels this is valid for
+ int m_voicePitch; ///< the pitch shift for bot chatter (100 = normal)
+ float m_reactionTime; //< our reaction time in seconds
+ float m_attackDelay; ///< time in seconds from when we notice an enemy to when we open fire
+ int m_teams; ///< teams for which this profile is valid
+
+ bool m_prefersSilencer; ///< does the bot prefer to use silencers?
+
+ int m_voiceBank; ///< Index of the BotChatter.db voice bank this profile uses (0 is the default)
+
+ CUtlVector< const BotProfile * > m_templates; ///< List of templates we inherit from
+};
+typedef CUtlLinkedList<BotProfile *> BotProfileList;
+
+
+inline bool BotProfile::IsDifficulty( BotDifficultyType diff ) const
+{
+ return (m_difficultyFlags & (1 << diff)) ? true : false;
+}
+
+/**
+ * Copy in data from parent if it differs from the baseline
+ */
+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;
+
+ m_templates.AddToTail( parent );
+}
+
+
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * The BotProfileManager defines the interface to accessing BotProfiles
+ */
+class BotProfileManager
+{
+public:
+ BotProfileManager( void );
+ ~BotProfileManager( void );
+
+ void Init( const char *filename, unsigned int *checksum = NULL );
+ void Reset( void );
+
+ /// given a name, return a profile
+ const BotProfile *GetProfile( const char *name, int team ) const
+ {
+ FOR_EACH_LL( m_profileList, it )
+ {
+ BotProfile *profile = m_profileList[ it ];
+
+ if ( !stricmp( name, profile->GetName() ) && profile->IsValidForTeam( team ) )
+ return profile;
+ }
+
+ return NULL;
+ }
+
+ /// given a template name and difficulty, return a profile
+ const BotProfile *GetProfileMatchingTemplate( const char *profileName, int team, BotDifficultyType difficulty ) const
+ {
+ FOR_EACH_LL( m_profileList, it )
+ {
+ BotProfile *profile = m_profileList[ it ];
+
+ if ( !profile->InheritsFrom( profileName ) )
+ continue;
+
+ if ( !profile->IsValidForTeam( team ) )
+ continue;
+
+ if ( !profile->IsDifficulty( difficulty ) )
+ continue;
+
+ if ( UTIL_IsNameTaken( profile->GetName() ) )
+ continue;
+
+ return profile;
+ }
+
+ return NULL;
+ }
+
+ const BotProfileList *GetProfileList( void ) const { return &m_profileList; } ///< return list of all profiles
+
+ const BotProfile *GetRandomProfile( BotDifficultyType difficulty, int team, CSWeaponType weaponType ) const; ///< return random unused profile that matches the given difficulty level
+
+ const char * GetCustomSkin( int index ); ///< Returns custom skin name at a particular index
+ const char * GetCustomSkinModelname( int index ); ///< Returns custom skin modelname at a particular index
+ const char * GetCustomSkinFname( int index ); ///< Returns custom skin filename at a particular index
+ int GetCustomSkinIndex( const char *name, const char *filename = NULL ); ///< Looks up a custom skin index by name
+
+ typedef CUtlVector<char *> VoiceBankList;
+ const VoiceBankList *GetVoiceBanks( void ) const { return &m_voiceBanks; }
+ int FindVoiceBankIndex( const char *filename ); ///< return index of the (custom) bot phrase db, inserting it if needed
+
+protected:
+ BotProfileList m_profileList; ///< the list of all bot profiles
+ BotProfileList m_templateList; ///< the list of all bot templates
+
+ VoiceBankList m_voiceBanks;
+
+ char *m_skins[ NumCustomSkins ]; ///< Custom skin names
+ char *m_skinModelnames[ NumCustomSkins ]; ///< Custom skin modelnames
+ char *m_skinFilenames[ NumCustomSkins ]; ///< Custom skin filenames
+ int m_nextSkin; ///< Next custom skin to allocate
+};
+
+/// the global singleton for accessing BotProfiles
+extern BotProfileManager *TheBotProfiles;
+
+
+#endif // _BOT_PROFILE_H_