Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Scheduling
//=========================================================
#pragma once
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#if !defined(SCHEDULE_H)
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#define SCHEDULE_H
#define TASKSTATUS_NEW 0 // Just started
#define TASKSTATUS_RUNNING 1 // Running task & movement
#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
#define TASKSTATUS_RUNNING_TASK 3 // Just running task
#define TASKSTATUS_COMPLETE 4 // Completed, get next task
//=========================================================
// These are the schedule types
//=========================================================
typedef enum
{
SCHED_NONE = 0,
SCHED_IDLE_STAND,
SCHED_IDLE_WALK,
SCHED_WAKE_ANGRY,
SCHED_WAKE_CALLED,
SCHED_ALERT_FACE,
SCHED_ALERT_SMALL_FLINCH,
SCHED_ALERT_BIG_FLINCH,
SCHED_ALERT_STAND,
SCHED_INVESTIGATE_SOUND,
SCHED_COMBAT_FACE,
SCHED_COMBAT_STAND,
SCHED_CHASE_ENEMY,
SCHED_CHASE_ENEMY_FAILED,
SCHED_VICTORY_DANCE,
SCHED_TARGET_FACE,
SCHED_TARGET_CHASE,
SCHED_SMALL_FLINCH,
SCHED_TAKE_COVER_FROM_ENEMY,
SCHED_TAKE_COVER_FROM_BEST_SOUND,
SCHED_TAKE_COVER_FROM_ORIGIN,
SCHED_COWER, // usually a last resort!
SCHED_MELEE_ATTACK1,
SCHED_MELEE_ATTACK2,
SCHED_RANGE_ATTACK1,
SCHED_RANGE_ATTACK2,
SCHED_SPECIAL_ATTACK1,
SCHED_SPECIAL_ATTACK2,
SCHED_STANDOFF,
SCHED_ARM_WEAPON,
SCHED_RELOAD,
SCHED_GUARD,
SCHED_AMBUSH,
SCHED_DIE,
SCHED_WAIT_TRIGGER,
SCHED_FOLLOW,
SCHED_SLEEP,
SCHED_WAKE,
SCHED_BARNACLE_VICTIM_GRAB,
SCHED_BARNACLE_VICTIM_CHOMP,
SCHED_AISCRIPT,
SCHED_FAIL,
LAST_COMMON_SCHEDULE // Leave this at the bottom
} SCHEDULE_TYPE;
//=========================================================
// These are the shared tasks
//=========================================================
typedef enum
{
TASK_INVALID = 0,
TASK_WAIT,
TASK_WAIT_FACE_ENEMY,
TASK_WAIT_PVS,
TASK_SUGGEST_STATE,
TASK_WALK_TO_TARGET, //5
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TASK_RUN_TO_TARGET,
TASK_MOVE_TO_TARGET_RANGE,
TASK_GET_PATH_TO_ENEMY,
TASK_GET_PATH_TO_ENEMY_LKP,
TASK_GET_PATH_TO_ENEMY_CORPSE, //10
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TASK_GET_PATH_TO_LEADER,
TASK_GET_PATH_TO_SPOT,
TASK_GET_PATH_TO_TARGET,
TASK_GET_PATH_TO_HINTNODE,
TASK_GET_PATH_TO_LASTPOSITION, //15
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TASK_GET_PATH_TO_BESTSOUND,
TASK_GET_PATH_TO_BESTSCENT,
TASK_RUN_PATH,
TASK_WALK_PATH,
TASK_STRAFE_PATH, //20
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TASK_CLEAR_MOVE_WAIT,
TASK_STORE_LASTPOSITION,
TASK_CLEAR_LASTPOSITION,
TASK_PLAY_ACTIVE_IDLE,
TASK_FIND_HINTNODE, //25
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TASK_CLEAR_HINTNODE,
TASK_SMALL_FLINCH,
TASK_FACE_IDEAL,
TASK_FACE_ROUTE,
TASK_FACE_ENEMY, //30
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TASK_FACE_HINTNODE,
TASK_FACE_TARGET,
TASK_FACE_LASTPOSITION,
TASK_RANGE_ATTACK1,
TASK_RANGE_ATTACK2, //35
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TASK_MELEE_ATTACK1,
TASK_MELEE_ATTACK2,
TASK_RELOAD,
TASK_RANGE_ATTACK1_NOTURN,
TASK_RANGE_ATTACK2_NOTURN, //40
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TASK_MELEE_ATTACK1_NOTURN,
TASK_MELEE_ATTACK2_NOTURN,
TASK_RELOAD_NOTURN,
TASK_SPECIAL_ATTACK1,
TASK_SPECIAL_ATTACK2, //45
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TASK_CROUCH,
TASK_STAND,
TASK_GUARD,
TASK_STEP_LEFT,
TASK_STEP_RIGHT, //50
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TASK_STEP_FORWARD,
TASK_STEP_BACK,
TASK_DODGE_LEFT,
TASK_DODGE_RIGHT,
TASK_SOUND_ANGRY, //55
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TASK_SOUND_DEATH,
TASK_SET_ACTIVITY,
TASK_SET_SCHEDULE,
TASK_SET_FAIL_SCHEDULE,
TASK_CLEAR_FAIL_SCHEDULE,// 60
TASK_PLAY_SEQUENCE,
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TASK_PLAY_SEQUENCE_FACE_ENEMY,
TASK_PLAY_SEQUENCE_FACE_TARGET,
TASK_SOUND_IDLE,
TASK_SOUND_WAKE, //65
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TASK_SOUND_PAIN,
TASK_SOUND_DIE,
TASK_FIND_COVER_FROM_BEST_SOUND,// tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_ENEMY,// tries lateral cover first, then node cover
TASK_FIND_LATERAL_COVER_FROM_ENEMY, //70
TASK_FIND_NODE_COVER_FROM_ENEMY,
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TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY,// data for this one is the MAXIMUM acceptable distance to the cover.
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY,// data for this one is there MINIMUM aceptable distance to the cover.
TASK_FIND_COVER_FROM_ORIGIN,
TASK_EAT, //75
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TASK_DIE,
TASK_WAIT_FOR_SCRIPT,
TASK_PLAY_SCRIPT,
TASK_ENABLE_SCRIPT,
TASK_PLANT_ON_SCRIPT, //80
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TASK_FACE_SCRIPT,
TASK_WAIT_RANDOM,
TASK_WAIT_INDEFINITE,
TASK_STOP_MOVING,
TASK_TURN_LEFT, //85
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TASK_TURN_RIGHT,
TASK_REMEMBER,
TASK_FORGET,
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
LAST_COMMON_TASK // LEAVE THIS AT THE BOTTOM!! (sjb)
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} SHARED_TASKS;
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
enum
{
TARGET_MOVE_NORMAL = 0,
TARGET_MOVE_SCRIPTED = 1
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};
// A goal should be used for a task that requires several schedules to complete.
// The goal index should indicate which schedule (ordinally) the monster is running.
// That way, when tasks fail, the AI can make decisions based on the context of the
// current goal and sequence rather than just the current schedule.
enum
{
GOAL_ATTACK_ENEMY,
GOAL_MOVE,
GOAL_TAKE_COVER,
GOAL_MOVE_TARGET,
GOAL_EAT
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};
// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{
int iTask;
float flData;
};
struct Schedule_t
{
Task_t *pTasklist;
int cTasks;
int iInterruptMask;// a bit mask of conditions that can interrupt this schedule
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// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
// event that the schedule is broken by COND_HEAR_SOUND
int iSoundMask;
const char *pName;
};
// an array of waypoints makes up the monster's route.
// !!!LATER- this declaration doesn't belong in this file.
struct WayPoint_t
{
Vector vecLocation;
int iType;
};
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
// type of movement the monster should use to get there.
#define bits_MF_TO_TARGETENT ( 1 << 0 ) // local move to targetent.
#define bits_MF_TO_ENEMY ( 1 << 1 ) // local move to enemy
#define bits_MF_TO_COVER ( 1 << 2 ) // local move to a hiding place
#define bits_MF_TO_DETOUR ( 1 << 3 ) // local move to detour point.
#define bits_MF_TO_PATHCORNER ( 1 << 4 ) // local move to a path corner
#define bits_MF_TO_NODE ( 1 << 5 ) // local move to a node
#define bits_MF_TO_LOCATION ( 1 << 6 ) // local move to an arbitrary point
#define bits_MF_IS_GOAL ( 1 << 7 ) // this waypoint is the goal of the whole move.
#define bits_MF_DONT_SIMPLIFY ( 1 << 8 ) // Don't let the route code simplify this waypoint
// If you define any flags that aren't _TO_ flags, add them here so we can mask
// them off when doing compares.
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
#define MOVEGOAL_NONE (0)
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
#define MOVEGOAL_NODE (bits_MF_TO_NODE)
// these bits represent conditions that may befall the monster, of which some are allowed
// to interrupt certain schedules.
#define bits_COND_NO_AMMO_LOADED ( 1 << 0 ) // weapon needs to be reloaded!
#define bits_COND_SEE_HATE ( 1 << 1 ) // see something that you hate
#define bits_COND_SEE_FEAR ( 1 << 2 ) // see something that you are afraid of
#define bits_COND_SEE_DISLIKE ( 1 << 3 ) // see something that you dislike
#define bits_COND_SEE_ENEMY ( 1 << 4 ) // target entity is in full view.
#define bits_COND_ENEMY_OCCLUDED ( 1 << 5 ) // target entity occluded by the world
#define bits_COND_SMELL_FOOD ( 1 << 6 )
#define bits_COND_ENEMY_TOOFAR ( 1 << 7 )
#define bits_COND_LIGHT_DAMAGE ( 1 << 8 ) // hurt a little
#define bits_COND_HEAVY_DAMAGE ( 1 << 9 ) // hurt a lot
#define bits_COND_CAN_RANGE_ATTACK1 ( 1 << 10)
#define bits_COND_CAN_MELEE_ATTACK1 ( 1 << 11)
#define bits_COND_CAN_RANGE_ATTACK2 ( 1 << 12)
#define bits_COND_CAN_MELEE_ATTACK2 ( 1 << 13)
// #define bits_COND_CAN_RANGE_ATTACK3 ( 1 << 14)
#define bits_COND_PROVOKED ( 1 << 15)
#define bits_COND_NEW_ENEMY ( 1 << 16)
#define bits_COND_HEAR_SOUND ( 1 << 17) // there is an interesting sound
#define bits_COND_SMELL ( 1 << 18) // there is an interesting scent
#define bits_COND_ENEMY_FACING_ME ( 1 << 19) // enemy is facing me
#define bits_COND_ENEMY_DEAD ( 1 << 20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
#define bits_COND_SEE_CLIENT ( 1 << 21) // see a client
#define bits_COND_SEE_NEMESIS ( 1 << 22) // see my nemesis
#define bits_COND_SPECIAL1 ( 1 << 28) // Defined by individual monster
#define bits_COND_SPECIAL2 ( 1 << 29) // Defined by individual monster
#define bits_COND_TASK_FAILED ( 1 << 30)
#define bits_COND_SCHEDULE_DONE ( 1 << 31)
#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
#endif // SCHEDULE_H