/***
*
*	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.
*
****/
//=========================================================
// schedule.cpp - functions and data pertaining to the 
// monsters' AI scheduling system.
//=========================================================

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "animation.h"
#include "scripted.h"
#include "nodes.h"
#include "defaultai.h"
#include "soundent.h"

extern CGraph WorldGraph;

//=========================================================
// FHaveSchedule - Returns TRUE if monster's m_pSchedule
// is anything other than NULL.
//=========================================================
BOOL CBaseMonster::FHaveSchedule( void )
{
	if( m_pSchedule == NULL )
	{
		return FALSE;
	}

	return TRUE;
}

//=========================================================
// ClearSchedule - blanks out the caller's schedule pointer
// and index.
//=========================================================
void CBaseMonster::ClearSchedule( void )
{
	m_iTaskStatus = TASKSTATUS_NEW;
	m_pSchedule = NULL;
	m_iScheduleIndex = 0;
}

//=========================================================
// FScheduleDone - Returns TRUE if the caller is on the
// last task in the schedule
//=========================================================
BOOL CBaseMonster::FScheduleDone( void )
{
	ASSERT( m_pSchedule != NULL );

	if( m_iScheduleIndex == m_pSchedule->cTasks )
	{
		return TRUE;
	}

	return FALSE;
}

//=========================================================
// ChangeSchedule - replaces the monster's schedule pointer
// with the passed pointer, and sets the ScheduleIndex back
// to 0
//=========================================================
void CBaseMonster::ChangeSchedule( Schedule_t *pNewSchedule )
{
	ASSERT( pNewSchedule != NULL );

	m_pSchedule = pNewSchedule;
	m_iScheduleIndex = 0;
	m_iTaskStatus = TASKSTATUS_NEW;
	m_afConditions = 0;// clear all of the conditions
	m_failSchedule = SCHED_NONE;

	if( m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND && !(m_pSchedule->iSoundMask) )
	{
		ALERT( at_aiconsole, "COND_HEAR_SOUND with no sound mask!\n" );
	}
	else if( m_pSchedule->iSoundMask && !(m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND) )
	{
		ALERT( at_aiconsole, "Sound mask without COND_HEAR_SOUND!\n" );
	}

#if _DEBUG
	if( !ScheduleFromName( pNewSchedule->pName ) )
	{
		ALERT( at_console, "Schedule %s not in table!!!\n", pNewSchedule->pName );
	}
#endif
	
// this is very useful code if you can isolate a test case in a level with a single monster. It will notify
// you of every schedule selection the monster makes.
#if 0
	if( FClassnameIs( pev, "monster_human_grunt" ) )
	{
		Task_t *pTask = GetTask();

		if( pTask )
		{
			const char *pName = NULL;

			if( m_pSchedule )
			{
				pName = m_pSchedule->pName;
			}
			else
			{
				pName = "No Schedule";
			}

			if( !pName )
			{
				pName = "Unknown";
			}

			ALERT( at_aiconsole, "%s: picked schedule %s\n", STRING( pev->classname ), pName );
		}
	}
#endif// 0
}

//=========================================================
// NextScheduledTask - increments the ScheduleIndex
//=========================================================
void CBaseMonster::NextScheduledTask( void )
{
	ASSERT( m_pSchedule != NULL );

	m_iTaskStatus = TASKSTATUS_NEW;
	m_iScheduleIndex++;

	if( FScheduleDone() )
	{
		// just completed last task in schedule, so make it invalid by clearing it.
		SetConditions( bits_COND_SCHEDULE_DONE );
		//ClearSchedule();	
	}
}

//=========================================================
// IScheduleFlags - returns an integer with all Conditions
// bits that are currently set and also set in the current
// schedule's Interrupt mask.
//=========================================================
int CBaseMonster::IScheduleFlags( void )
{
	if( !m_pSchedule )
	{
		return 0;
	}

	// strip off all bits excepts the ones capable of breaking this schedule.
	return m_afConditions & m_pSchedule->iInterruptMask;
}

//=========================================================
// FScheduleValid - returns TRUE as long as the current
// schedule is still the proper schedule to be executing,
// taking into account all conditions
//=========================================================
BOOL CBaseMonster::FScheduleValid( void )
{
	if( m_pSchedule == NULL )
	{
		// schedule is empty, and therefore not valid.
		return FALSE;
	}

	if( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) )
	{
#ifdef DEBUG
		if( HasConditions( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE )
		{
			// fail! Send a visual indicator.
			ALERT( at_aiconsole, "Schedule: %s Failed\n", m_pSchedule->pName );

			Vector tmp = pev->origin;
			tmp.z = pev->absmax.z + 16;
			UTIL_Sparks( tmp );
		}
#endif // DEBUG
		// some condition has interrupted the schedule, or the schedule is done
		return FALSE;
	}
	
	return TRUE;
}

//=========================================================
// MaintainSchedule - does all the per-think schedule maintenance.
// ensures that the monster leaves this function with a valid
// schedule!
//=========================================================
void CBaseMonster::MaintainSchedule( void )
{
	Schedule_t *pNewSchedule;
	int i;

	// UNDONE: Tune/fix this 10... This is just here so infinite loops are impossible
	for( i = 0; i < 10; i++ )
	{
		if( m_pSchedule != NULL && TaskIsComplete() )
		{
			NextScheduledTask();                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   
		}

		// validate existing schedule 
		if( !FScheduleValid() || m_MonsterState != m_IdealMonsterState )
		{
			// if we come into this block of code, the schedule is going to have to be changed.
			// if the previous schedule was interrupted by a condition, GetIdealState will be 
			// called. Else, a schedule finished normally.

			// Notify the monster that his schedule is changing
			ScheduleChange();

			// Call GetIdealState if we're not dead and one or more of the following...
			// - in COMBAT state with no enemy (it died?)
			// - conditions bits (excluding SCHEDULE_DONE) indicate interruption,
			// - schedule is done but schedule indicates it wants GetIdealState called
			//   after successful completion (by setting bits_COND_SCHEDULE_DONE in iInterruptMask)
			// DEAD & SCRIPT are not suggestions, they are commands!
			if( m_IdealMonsterState != MONSTERSTATE_DEAD && 
				 ( m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState ) )
			{
				if( (m_afConditions && !HasConditions( bits_COND_SCHEDULE_DONE ) ) ||
						( m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE ) ) ||
						( ( m_MonsterState == MONSTERSTATE_COMBAT ) && ( m_hEnemy == 0 ) )	)
				{
					GetIdealState();
				}
			}
			if( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState )
			{
				if( m_failSchedule != SCHED_NONE )
					pNewSchedule = GetScheduleOfType( m_failSchedule );
				else
					pNewSchedule = GetScheduleOfType( SCHED_FAIL );

				// schedule was invalid because the current task failed to start or complete
				ALERT( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex );
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				SetState( m_IdealMonsterState );
				if( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD )
					pNewSchedule = CBaseMonster::GetSchedule();
				else
					pNewSchedule = GetSchedule();
				ChangeSchedule( pNewSchedule );
			}
		}

		if( m_iTaskStatus == TASKSTATUS_NEW )
		{	
			Task_t *pTask = GetTask();
			ASSERT( pTask != NULL );
			TaskBegin();
			StartTask( pTask );
		}

		// UNDONE: Twice?!!!
		if( m_Activity != m_IdealActivity )
		{
			SetActivity( m_IdealActivity );
		}

		if( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW )
			break;
	}

	if( TaskIsRunning() )
	{
		Task_t *pTask = GetTask();
		ASSERT( pTask != NULL );
		RunTask( pTask );
	}

	// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation
	// RunTask() will always change animations at the end of a script!
	// Don't do this twice
	if( m_Activity != m_IdealActivity )
	{
		SetActivity( m_IdealActivity );
	}
}

//=========================================================
// RunTask 
//=========================================================
void CBaseMonster::RunTask( Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_TURN_RIGHT:
	case TASK_TURN_LEFT:
		{
			ChangeYaw( pev->yaw_speed );

			if( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_PLAY_SEQUENCE_FACE_ENEMY:
	case TASK_PLAY_SEQUENCE_FACE_TARGET:
		{
			CBaseEntity *pTarget;

			if( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET )
				pTarget = m_hTargetEnt;
			else
				pTarget = m_hEnemy;
			if( pTarget )
			{
				pev->ideal_yaw = UTIL_VecToYaw( pTarget->pev->origin - pev->origin );
				ChangeYaw( pev->yaw_speed );
			}
			if( m_fSequenceFinished )
				TaskComplete();
		}
		break;
	case TASK_PLAY_SEQUENCE:
	case TASK_PLAY_ACTIVE_IDLE:
		{
			if( m_fSequenceFinished )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_FACE_ENEMY:
		{
			MakeIdealYaw( m_vecEnemyLKP );

			ChangeYaw( pev->yaw_speed );

			if( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_FACE_HINTNODE:
	case TASK_FACE_LASTPOSITION:
	case TASK_FACE_TARGET:
	case TASK_FACE_IDEAL:
	case TASK_FACE_ROUTE:
		{
			ChangeYaw( pev->yaw_speed );

			if( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_WAIT_PVS:
		{
			if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_WAIT_INDEFINITE:
		{
			// don't do anything.
			break;
		}
	case TASK_WAIT:
	case TASK_WAIT_RANDOM:
		{
			if( gpGlobals->time >= m_flWaitFinished )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_WAIT_FACE_ENEMY:
		{
			MakeIdealYaw( m_vecEnemyLKP );
			ChangeYaw( pev->yaw_speed ); 

			if( gpGlobals->time >= m_flWaitFinished )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_MOVE_TO_TARGET_RANGE:
		{
			float distance;

			if( m_hTargetEnt == 0 )
				TaskFail();
			else
			{
				distance = ( m_vecMoveGoal - pev->origin ).Length2D();

				// Re-evaluate when you think your finished, or the target has moved too far
				if( ( distance < pTask->flData ) || ( m_vecMoveGoal - m_hTargetEnt->pev->origin ).Length() > pTask->flData * 0.5 )
				{
					m_vecMoveGoal = m_hTargetEnt->pev->origin;
					distance = ( m_vecMoveGoal - pev->origin ).Length2D();
					FRefreshRoute();
				}

				// Set the appropriate activity based on an overlapping range
				// overlap the range to prevent oscillation
				if( distance < pTask->flData )
				{
					TaskComplete();
					RouteClear();		// Stop moving
				}
				else if( distance < 190 && m_movementActivity != ACT_WALK )
					m_movementActivity = ACT_WALK;
				else if( distance >= 270 && m_movementActivity != ACT_RUN )
					m_movementActivity = ACT_RUN;
			}
			break;
		}
	case TASK_WAIT_FOR_MOVEMENT:
		{
			if( MovementIsComplete() )
			{
				TaskComplete();
				RouteClear();		// Stop moving
			}
			break;
		}
	case TASK_DIE:
		{
			if( m_fSequenceFinished && pev->frame >= 255 )
			{
				pev->deadflag = DEAD_DEAD;

				SetThink( NULL );
				StopAnimation();

				if( !BBoxFlat() )
				{
					// a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will
					// block the player on a slope or stairs, the corpse is made nonsolid. 
					//pev->solid = SOLID_NOT;
					UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 1 ) );
				}
				else // !!!HACKHACK - put monster in a thin, wide bounding box until we fix the solid type/bounding volume problem
					UTIL_SetSize( pev, Vector( pev->mins.x, pev->mins.y, pev->mins.z ), Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 1 ) );

				if( ShouldFadeOnDeath() )
				{
					// this monster was created by a monstermaker... fade the corpse out.
					SUB_StartFadeOut();
				}
				else
				{
					// body is gonna be around for a while, so have it stink for a bit.
					CSoundEnt::InsertSound( bits_SOUND_CARCASS, pev->origin, 384, 30 );
				}
			}
			break;
		}
	case TASK_RANGE_ATTACK1_NOTURN:
	case TASK_MELEE_ATTACK1_NOTURN:
	case TASK_MELEE_ATTACK2_NOTURN:
	case TASK_RANGE_ATTACK2_NOTURN:
	case TASK_RELOAD_NOTURN:
		{
			if( m_fSequenceFinished )
			{
				m_Activity = ACT_RESET;
				TaskComplete();
			}
			break;
		}
	case TASK_RANGE_ATTACK1:
	case TASK_MELEE_ATTACK1:
	case TASK_MELEE_ATTACK2:
	case TASK_RANGE_ATTACK2:
	case TASK_SPECIAL_ATTACK1:
	case TASK_SPECIAL_ATTACK2:
	case TASK_RELOAD:
		{
			MakeIdealYaw( m_vecEnemyLKP );
			ChangeYaw( pev->yaw_speed );

			if( m_fSequenceFinished )
			{
				m_Activity = ACT_RESET;
				TaskComplete();
			}
			break;
		}
	case TASK_SMALL_FLINCH:
		{
			if( m_fSequenceFinished )
			{
				TaskComplete();
			}
		}
		break;
	case TASK_WAIT_FOR_SCRIPT:
		{
			if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
			{
				TaskComplete();
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
				if( m_fSequenceFinished )
					ClearSchedule();
				pev->framerate = 1.0;
				//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) );
			}
			break;
		}
	case TASK_PLAY_SCRIPT:
		{
			if( m_fSequenceFinished )
			{
				m_pCine->SequenceDone( this );
			}
			break;
		}
	}
}

//=========================================================
// SetTurnActivity - measures the difference between the way
// the monster is facing and determines whether or not to
// select one of the 180 turn animations.
//=========================================================
void CBaseMonster::SetTurnActivity( void )
{
	float flYD;
	flYD = FlYawDiff();

	if( flYD <= -45 && LookupActivity( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
	{
		// big right turn
		m_IdealActivity = ACT_TURN_RIGHT;
	}
	else if( flYD > 45 && LookupActivity( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE )
	{
		// big left turn
		m_IdealActivity = ACT_TURN_LEFT;
	}
}

//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule. 
//=========================================================
void CBaseMonster::StartTask( Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_TURN_RIGHT:
		{
			float flCurrentYaw;

			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw - pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_TURN_LEFT:
		{
			float flCurrentYaw;

			flCurrentYaw = UTIL_AngleMod( pev->angles.y );
			pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw + pTask->flData );
			SetTurnActivity();
			break;
		}
	case TASK_REMEMBER:
		{
			Remember( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FORGET:
		{
			Forget( (int)pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_FIND_HINTNODE:
		{
			m_iHintNode = FindHintNode();

			if( m_iHintNode != NO_NODE )
			{
				TaskComplete();
			}
			else
			{
				TaskFail();
			}
			break;
		}
	case TASK_STORE_LASTPOSITION:
		{
			m_vecLastPosition = pev->origin;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_LASTPOSITION:
		{
			m_vecLastPosition = g_vecZero;
			TaskComplete();
			break;
		}
	case TASK_CLEAR_HINTNODE:
		{
			m_iHintNode = NO_NODE;
			TaskComplete();
			break;
		}
	case TASK_STOP_MOVING:
		{
			if( m_IdealActivity == m_movementActivity )
			{
				m_IdealActivity = GetStoppedActivity();
			}

			RouteClear();
			TaskComplete();
			break;
		}
	case TASK_PLAY_SEQUENCE_FACE_ENEMY:
	case TASK_PLAY_SEQUENCE_FACE_TARGET:
	case TASK_PLAY_SEQUENCE:
		{
			m_IdealActivity = (Activity)(int)pTask->flData;
			break;
		}
	case TASK_PLAY_ACTIVE_IDLE:
		{
			// monsters verify that they have a sequence for the node's activity BEFORE
			// moving towards the node, so it's ok to just set the activity without checking here.
			m_IdealActivity = (Activity)WorldGraph.m_pNodes[m_iHintNode].m_sHintActivity;
			break;
		}
	case TASK_SET_SCHEDULE:
		{
			Schedule_t *pNewSchedule;

			pNewSchedule = GetScheduleOfType( (int)pTask->flData );

			if( pNewSchedule )
			{
				ChangeSchedule( pNewSchedule );
			}
			else
			{
				TaskFail();
			}
			break;
		}
	case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY:
		{
			if( m_hEnemy == 0 )
			{
				TaskFail();
				return;
			}

			if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, pTask->flData ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY:
		{
			if( m_hEnemy == 0 )
			{
				TaskFail();
				return;
			}

			if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, pTask->flData, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_NODE_COVER_FROM_ENEMY:
		{
			if( m_hEnemy == 0 )
			{
				TaskFail();
				return;
			}

			if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, CoverRadius() ) )
			{
				// try for cover farther than the FLData from the schedule.
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ENEMY:
		{
			entvars_t *pevCover;

			if( m_hEnemy == 0 )
			{
				// Find cover from self if no enemy available
				pevCover = pev;
				//TaskFail();
				//return;
			}
			else
				pevCover = m_hEnemy->pev;

			if( FindLateralCover( pevCover->origin, pevCover->view_ofs ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else if( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever.
				TaskFail();
			}
			break;
		}
	case TASK_FIND_COVER_FROM_ORIGIN:
		{
			if( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no cover!
				TaskFail();
			}
		}
		break;
	case TASK_FIND_COVER_FROM_BEST_SOUND:
		{
			CSound *pBestSound;

			pBestSound = PBestSound();

			ASSERT( pBestSound != NULL );
			/*
			if( pBestSound && FindLateralCover( pBestSound->m_vecOrigin, g_vecZero ) )
			{
				// try lateral first
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			*/

			if( pBestSound && FindCover( pBestSound->m_vecOrigin, g_vecZero, pBestSound->m_iVolume, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
				TaskComplete();
			}
			else
			{
				// no coverwhatsoever. or no sound in list
				TaskFail();
			}
			break;
		}
	case TASK_FACE_HINTNODE:
		{
			pev->ideal_yaw = WorldGraph.m_pNodes[m_iHintNode].m_flHintYaw;
			SetTurnActivity();
			break;
		}
	case TASK_FACE_LASTPOSITION:
		MakeIdealYaw( m_vecLastPosition );
		SetTurnActivity(); 
		break;
	case TASK_FACE_TARGET:
		if( m_hTargetEnt != 0 )
		{
			MakeIdealYaw( m_hTargetEnt->pev->origin );
			SetTurnActivity(); 
		}
		else
			TaskFail();
		break;
	case TASK_FACE_ENEMY:
		{
			MakeIdealYaw( m_vecEnemyLKP );
			SetTurnActivity(); 
			break;
		}
	case TASK_FACE_IDEAL:
		{
			SetTurnActivity();
			break;
		}
	case TASK_FACE_ROUTE:
		{
			if( FRouteClear() )
			{
				ALERT( at_aiconsole, "No route to face!\n" );
				TaskFail();
			}
			else
			{
				MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation );
				SetTurnActivity();
			}
			break;
		}
	case TASK_WAIT_PVS:
	case TASK_WAIT_INDEFINITE:
		{
			// don't do anything.
			break;
		}
	case TASK_WAIT:
	case TASK_WAIT_FACE_ENEMY:
		{
			// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + pTask->flData;	
			break;
		}
	case TASK_WAIT_RANDOM:
		{
			// set a future time that tells us when the wait is over.
			m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData );
			break;
		}
	case TASK_MOVE_TO_TARGET_RANGE:
		{
			if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 )
				TaskComplete();
			else
			{
				m_vecMoveGoal = m_hTargetEnt->pev->origin;
				if( !MoveToTarget( ACT_WALK, 2 ) )
					TaskFail();
			}
			break;
		}
	case TASK_RUN_TO_TARGET:
	case TASK_WALK_TO_TARGET:
		{
			Activity newActivity;

			if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 )
				TaskComplete();
			else
			{
				if( pTask->iTask == TASK_WALK_TO_TARGET )
					newActivity = ACT_WALK;
				else
					newActivity = ACT_RUN;

				// This monster can't do this!
				if( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE )
					TaskComplete();
				else 
				{
					if( m_hTargetEnt == 0 || !MoveToTarget( newActivity, 2 ) )
					{
						TaskFail();
						ALERT( at_aiconsole, "%s Failed to reach target!!!\n", STRING( pev->classname ) );
						RouteClear();
					}
				}
			}
			TaskComplete();
			break;
		}
	case TASK_CLEAR_MOVE_WAIT:
		{
			m_flMoveWaitFinished = gpGlobals->time;
			TaskComplete();
			break;
		}
	case TASK_MELEE_ATTACK1_NOTURN:
	case TASK_MELEE_ATTACK1:
		{
			m_IdealActivity = ACT_MELEE_ATTACK1;
			break;
		}
	case TASK_MELEE_ATTACK2_NOTURN:
	case TASK_MELEE_ATTACK2:
		{
			m_IdealActivity = ACT_MELEE_ATTACK2;
			break;
		}
	case TASK_RANGE_ATTACK1_NOTURN:
	case TASK_RANGE_ATTACK1:
		{
			m_IdealActivity = ACT_RANGE_ATTACK1;
			break;
		}
	case TASK_RANGE_ATTACK2_NOTURN:
	case TASK_RANGE_ATTACK2:
		{
			m_IdealActivity = ACT_RANGE_ATTACK2;
			break;
		}
	case TASK_RELOAD_NOTURN:
	case TASK_RELOAD:
		{
			m_IdealActivity = ACT_RELOAD;
			break;
		}
	case TASK_SPECIAL_ATTACK1:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK1;
			break;
		}
	case TASK_SPECIAL_ATTACK2:
		{
			m_IdealActivity = ACT_SPECIAL_ATTACK2;
			break;
		}
	case TASK_SET_ACTIVITY:
		{
			m_IdealActivity = (Activity)(int)pTask->flData;
			TaskComplete();
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_LKP:
		{
			if( BuildRoute( m_vecEnemyLKP, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else if( BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, 0, ( m_vecEnemyLKP - pev->origin ).Length() ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT( at_aiconsole, "GetPathToEnemyLKP failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY:
		{
			CBaseEntity *pEnemy = m_hEnemy;

			if( pEnemy == NULL )
			{
				TaskFail();
				return;
			}

			if( BuildRoute( pEnemy->pev->origin, bits_MF_TO_ENEMY, pEnemy ) )
			{
				TaskComplete();
			}
			else if( BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, 0, ( pEnemy->pev->origin - pev->origin ).Length() ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_ENEMY_CORPSE:
		{
			UTIL_MakeVectors( pev->angles );
			if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) )
			{
				TaskComplete();
			}
			else
			{
				ALERT( at_aiconsole, "GetPathToEnemyCorpse failed!!\n" );
				TaskFail();
			}
		}
		break;
	case TASK_GET_PATH_TO_SPOT:
		{
			CBaseEntity *pPlayer = CBaseEntity::Instance( FIND_ENTITY_BY_CLASSNAME( NULL, "player" ) );
			if( BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_TARGET:
		{
			RouteClear();
			if( m_hTargetEnt != 0 && MoveToTarget( m_movementActivity, 1 ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT( at_aiconsole, "GetPathToSpot failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_HINTNODE:
		// for active idles!
		{
			if( MoveToLocation( m_movementActivity, 2, WorldGraph.m_pNodes[m_iHintNode].m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT( at_aiconsole, "GetPathToHintNode failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_LASTPOSITION:
		{
			m_vecMoveGoal = m_vecLastPosition;

			if( MoveToLocation( m_movementActivity, 2, m_vecMoveGoal ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToLastPosition failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_BESTSOUND:
		{
			CSound *pSound;

			pSound = PBestSound();

			if( pSound && MoveToLocation( m_movementActivity, 2, pSound->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestSound failed!!\n" );
				TaskFail();
			}
			break;
		}
	case TASK_GET_PATH_TO_BESTSCENT:
		{
			CSound *pScent;

			pScent = PBestScent();

			if( pScent && MoveToLocation( m_movementActivity, 2, pScent->m_vecOrigin ) )
			{
				TaskComplete();
			}
			else
			{
				// no way to get there =(
				ALERT ( at_aiconsole, "GetPathToBestScent failed!!\n" );

				TaskFail();
			}
			break;
		}
	case TASK_RUN_PATH:
		{
			// UNDONE: This is in some default AI and some monsters can't run? -- walk instead?
			if( LookupActivity( ACT_RUN ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_RUN;
			}
			else
			{
				m_movementActivity = ACT_WALK;
			}
			TaskComplete();
			break;
		}
	case TASK_WALK_PATH:
		{
			if( pev->movetype == MOVETYPE_FLY )
			{
				m_movementActivity = ACT_FLY;
			}
			if( LookupActivity( ACT_WALK ) != ACTIVITY_NOT_AVAILABLE )
			{
				m_movementActivity = ACT_WALK;
			}
			else
			{
				m_movementActivity = ACT_RUN;
			}
			TaskComplete();
			break;
		}
	case TASK_STRAFE_PATH:
		{
			Vector2D vec2DirToPoint; 
			Vector2D vec2RightSide;

			// to start strafing, we have to first figure out if the target is on the left side or right side
			UTIL_MakeVectors( pev->angles );

			vec2DirToPoint = ( m_Route[0].vecLocation - pev->origin ).Make2D().Normalize();
			vec2RightSide = gpGlobals->v_right.Make2D().Normalize();

			if( DotProduct ( vec2DirToPoint, vec2RightSide ) > 0 )
			{
				// strafe right
				m_movementActivity = ACT_STRAFE_RIGHT;
			}
			else
			{
				// strafe left
				m_movementActivity = ACT_STRAFE_LEFT;
			}
			TaskComplete();
			break;
		}
	case TASK_WAIT_FOR_MOVEMENT:
		{
			if( FRouteClear() )
			{
				TaskComplete();
			}
			break;
		}
	case TASK_EAT:
		{
			Eat( pTask->flData );
			TaskComplete();
			break;
		}
	case TASK_SMALL_FLINCH:
		{
			m_IdealActivity = GetSmallFlinchActivity();
			break;
		}
	case TASK_DIE:
		{
			RouteClear();

			m_IdealActivity = GetDeathActivity();

			pev->deadflag = DEAD_DYING;
			break;
		}
	case TASK_SOUND_WAKE:
		{
			AlertSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DIE:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_IDLE:
		{
			IdleSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_PAIN:
		{
			PainSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_DEATH:
		{
			DeathSound();
			TaskComplete();
			break;
		}
	case TASK_SOUND_ANGRY:
		{
			// sounds are complete as soon as we get here, cause we've already played them.
			ALERT( at_aiconsole, "SOUND\n" );			
			TaskComplete();
			break;
		}
	case TASK_WAIT_FOR_SCRIPT:
		{
			if( m_pCine->m_iszIdle )
			{
				m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE );
				if( FStrEq( STRING( m_pCine->m_iszIdle ), STRING( m_pCine->m_iszPlay ) ) )
				{
					pev->framerate = 0;
				}
			}
			else
				m_IdealActivity = ACT_IDLE;
			break;
		}
	case TASK_PLAY_SCRIPT:
		{
			pev->movetype = MOVETYPE_FLY;
			ClearBits( pev->flags, FL_ONGROUND );
			m_scriptState = SCRIPT_PLAYING;
			break;
		}
	case TASK_ENABLE_SCRIPT:
		{
			m_pCine->DelayStart( 0 );
			TaskComplete();
			break;
		}
	case TASK_PLANT_ON_SCRIPT:
		{
			if( m_hTargetEnt != 0 )
			{
				pev->origin = m_hTargetEnt->pev->origin;	// Plant on target
			}

			TaskComplete();
			break;
		}
	case TASK_FACE_SCRIPT:
		{
			if( m_hTargetEnt != 0 )
			{
				pev->ideal_yaw = UTIL_AngleMod( m_hTargetEnt->pev->angles.y );
			}

			TaskComplete();
			m_IdealActivity = ACT_IDLE;
			RouteClear();
			break;
		}
	case TASK_SUGGEST_STATE:
		{
			m_IdealMonsterState = (MONSTERSTATE)(int)pTask->flData;
			TaskComplete();
			break;
		}
	case TASK_SET_FAIL_SCHEDULE:
		m_failSchedule = (int)pTask->flData;
		TaskComplete();
		break;
	case TASK_CLEAR_FAIL_SCHEDULE:
		m_failSchedule = SCHED_NONE;
		TaskComplete();
		break;
	default:
		{
			ALERT( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask );
			break;
		}
	}
}

//=========================================================
// GetTask - returns a pointer to the current 
// scheduled task. NULL if there's a problem.
//=========================================================
Task_t *CBaseMonster::GetTask( void )
{
	if( m_iScheduleIndex < 0 || m_iScheduleIndex >= m_pSchedule->cTasks )
	{
		// m_iScheduleIndex is not within valid range for the monster's current schedule.
		return NULL;
	}
	else
	{
		return &m_pSchedule->pTasklist[m_iScheduleIndex];
	}
}

//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CBaseMonster::GetSchedule( void )
{
	switch( m_MonsterState )
	{
	case MONSTERSTATE_PRONE:
		{
			return GetScheduleOfType( SCHED_BARNACLE_VICTIM_GRAB );
			break;
		}
	case MONSTERSTATE_NONE:
		{
			ALERT( at_aiconsole, "MONSTERSTATE IS NONE!\n" );
			break;
		}
	case MONSTERSTATE_IDLE:
		{
			if( HasConditions( bits_COND_HEAR_SOUND ) )
			{
				return GetScheduleOfType( SCHED_ALERT_FACE );
			}
			else if( FRouteClear() )
			{
				// no valid route!
				return GetScheduleOfType( SCHED_IDLE_STAND );
			}
			else
			{
				// valid route. Get moving
				return GetScheduleOfType( SCHED_IDLE_WALK );
			}
			break;
		}
	case MONSTERSTATE_ALERT:
		{
			if( HasConditions( bits_COND_ENEMY_DEAD ) && LookupActivity( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE )
			{
				return GetScheduleOfType( SCHED_VICTORY_DANCE );
			}

			if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
			{
				if( fabs( FlYawDiff() ) < ( 1.0 - m_flFieldOfView ) * 60 ) // roughly in the correct direction
				{
					return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ORIGIN );
				}
				else
				{
					return GetScheduleOfType( SCHED_ALERT_SMALL_FLINCH );
				}
			}
			else if( HasConditions ( bits_COND_HEAR_SOUND ) )
			{
				return GetScheduleOfType( SCHED_ALERT_FACE );
			}
			else
			{
				return GetScheduleOfType( SCHED_ALERT_STAND );
			}
			break;
		}
	case MONSTERSTATE_COMBAT:
		{
			if( HasConditions( bits_COND_ENEMY_DEAD ) )
			{
				// clear the current (dead) enemy and try to find another.
				m_hEnemy = NULL;

				if( GetEnemy() )
				{
					ClearConditions( bits_COND_ENEMY_DEAD );
					return GetSchedule();
				}
				else
				{
					SetState( MONSTERSTATE_ALERT );
					return GetSchedule();
				}
			}

			if( HasConditions( bits_COND_NEW_ENEMY ) )
			{
				return GetScheduleOfType( SCHED_WAKE_ANGRY );
			}
			else if( HasConditions( bits_COND_LIGHT_DAMAGE ) && !HasMemory( bits_MEMORY_FLINCHED ) )
			{
				return GetScheduleOfType( SCHED_SMALL_FLINCH );
			}
			else if( !HasConditions( bits_COND_SEE_ENEMY ) )
			{
				// we can't see the enemy
				if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) )
				{
					// enemy is unseen, but not occluded!
					// turn to face enemy
					return GetScheduleOfType( SCHED_COMBAT_FACE );
				}
				else
				{
					// chase!
					return GetScheduleOfType( SCHED_CHASE_ENEMY );
				}
			}
			else  
			{
				// we can see the enemy
				if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
				{
					return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
				}
				if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) )
				{
					return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
				}
				if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
				{
					return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
				}
				if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
				{
					return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
				}
				if( !HasConditions( bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 ) )
				{
					// if we can see enemy but can't use either attack type, we must need to get closer to enemy
					return GetScheduleOfType( SCHED_CHASE_ENEMY );
				}
				else if( !FacingIdeal() )
				{
					//turn
					return GetScheduleOfType( SCHED_COMBAT_FACE );
				}
				else
				{
					ALERT( at_aiconsole, "No suitable combat schedule!\n" );
				}
			}
			break;
		}
	case MONSTERSTATE_DEAD:
		{
			return GetScheduleOfType( SCHED_DIE );
			break;
		}
	case MONSTERSTATE_SCRIPT:
		{
			ASSERT( m_pCine != NULL );
			if( !m_pCine )
			{
				ALERT( at_aiconsole, "Script failed for %s\n", STRING( pev->classname ) );
				CineCleanup();
				return GetScheduleOfType( SCHED_IDLE_STAND );
			}

			return GetScheduleOfType( SCHED_AISCRIPT );
		}
	default:
		{
			ALERT( at_aiconsole, "Invalid State for GetSchedule!\n" );
			break;
		}
	}

	return &slError[0];
}