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bot_ainet.cpp
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bot_ainet.cpp
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/*
* The GINA Bot - a computer opponent for Valve's FPS game Half-Life
* Copyright (c) 2011, Wei Mingzhi <[email protected]>
*
* This file is part of The GINA Bot.
*
* The GINA Bot 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 3 of the License, or (at
* your option) any later version.
*
* The GINA Bot 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 The GINA Bot; if not, visit <http://www.gnu.org/licenses>.
*
* 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.
*/
//
// bot_ainet.cpp
//
#include "main.h"
// Enter new AI node
// usage: AIEnter(new CAINode_xxxx(this));
void CBaseBot::AIEnter(CAINode *pNode)
{
if (!pNode) {
CGeneral::TerminateOnError("CBaseBot::AIEnter(): pNode is NULL!");
}
if (!pNode->m_pBot) {
CGeneral::TerminateOnError("CBaseBot::AIEnter(): pNode->m_pBot is NULL!");
}
if (m_pAINode) {
DebugMsg(DEBUG_BOTAI, "** AI Node Exiting: %s **", m_pAINode->GetDescription());
m_pAINode->OnExit(); // execute the exit event
delete m_pAINode; // free the memory allocated for this node
m_pAINode = NULL; // null out the pointer
}
DebugMsg(DEBUG_BOTAI, "** AI Node Entering: %s **", pNode->GetDescription());
pNode->OnEnter(); // execute the enter event
m_pAINode = pNode; // remember this node
}
// Run the AI network (Finite State Machine)
void CBaseBot::AINet_Run()
{
int iCount = 0;
while (m_pAINode->Run()) {
iCount++;
if (iCount > MAX_NODESWITCHES) {
DebugMsg(DEBUG_BOTAI, "CBaseBot::AINet_Run(): %s at %1.1f switched more than %d AI nodes\n",
GetNetName(), g_pServer->GetTime(), MAX_NODESWITCHES);
}
}
}