//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= // Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 #ifndef _BOT_PROFILE_H_ #define _BOT_PROFILE_H_ #pragma warning( disable : 4786 ) // long STL names get truncated in browse info. #ifdef LINUX #include #include #endif #undef min #undef max #include #include #include "bot_constants.h" enum { FirstCustomSkin = 100, NumCustomSkins = 100, LastCustomSkin = FirstCustomSkin + NumCustomSkins - 1, }; enum BotProfileTeamType { BOT_TEAM_T, BOT_TEAM_CT, BOT_TEAM_ANY }; //-------------------------------------------------------------------------------------------------------------- /** * 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 = BOT_TEAM_ANY; m_voiceBank = 0; m_prefersSilencer = false; } 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; } int 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( BotProfileTeamType team ) const; bool PrefersSilencer() const { return m_prefersSilencer; } 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 }; int 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 BotProfileTeamType 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) }; typedef std::list 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; im_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; } //-------------------------------------------------------------------------------------------------------------- /** * 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, BotProfileTeamType team ) const { for( BotProfileList::const_iterator iter = m_profileList.begin(); iter != m_profileList.end(); ++iter ) if ( !stricmp( name, (*iter)->GetName() ) && (*iter)->IsValidForTeam( team ) ) return *iter; return NULL; } const BotProfileList *GetProfileList( void ) const { return &m_profileList; } ///< return list of all profiles const BotProfile *GetRandomProfile( BotDifficultyType difficulty, BotProfileTeamType team ) 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 std::vector VoiceBankList; const VoiceBankList* GetVoiceBanks() 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 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_