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Diffstat (limited to 'game/shared/cstrike/bot/bot_profile.h')
| -rw-r--r-- | game/shared/cstrike/bot/bot_profile.h | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/game/shared/cstrike/bot/bot_profile.h b/game/shared/cstrike/bot/bot_profile.h new file mode 100644 index 0000000..172380a --- /dev/null +++ b/game/shared/cstrike/bot/bot_profile.h @@ -0,0 +1,251 @@ +//========= 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_ |