/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once // long STL names get truncated in browse info. #pragma warning(disable : 4786) #ifndef _WIN32 #include #include #endif // _WIN32 #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 }; class BotProfile { public: const char *GetName() const { return m_name; } float GetAggression() const { return m_aggression; } float GetSkill() const { return m_skill; } float GetTeamwork() const { return m_teamwork; } int GetWeaponPreference(int i) const { return m_weaponPreference[i]; } int GetWeaponPreferenceCount() const { return m_weaponPreferenceCount; } int GetCost() const { return m_cost; } int GetSkin() const { return m_skin; } int GetVoicePitch() const { return m_voicePitch; } float GetReactionTime() const { return m_reactionTime; } float GetAttackDelay() const { return m_attackDelay; } int GetVoiceBank() const { return m_voiceBank; } bool PrefersSilencer() const { return m_prefersSilencer; } public: friend class BotProfileManager; char *m_name; float m_aggression; float m_skill; float m_teamwork; enum { MAX_WEAPON_PREFS = 16 }; int m_weaponPreference[MAX_WEAPON_PREFS]; int m_weaponPreferenceCount; int m_cost; int m_skin; unsigned char m_difficultyFlags; int m_voicePitch; float m_reactionTime; float m_attackDelay; enum BotProfileTeamType m_teams; bool m_prefersSilencer; int m_voiceBank; }; typedef std::list BotProfileList; class BotProfileManager { public: typedef std::vector VoiceBankList; const BotProfileList *GetProfileList() const { return &m_profileList; } const VoiceBankList *GetVoiceBanks() const { return &m_voiceBanks; } public: BotProfileList m_profileList; VoiceBankList m_voiceBanks; char *m_skins[NumCustomSkins]; char *m_skinModelnames[NumCustomSkins]; char *m_skinFilenames[NumCustomSkins]; int m_nextSkin; };