/*** * * 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 #if !defined(SCHEDULE_H) #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, // modif de Julien SCHED_BURNT, 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, 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, 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, TASK_GET_PATH_TO_BESTSOUND, TASK_GET_PATH_TO_BESTSCENT, TASK_RUN_PATH, TASK_WALK_PATH, TASK_STRAFE_PATH, TASK_CLEAR_MOVE_WAIT, TASK_STORE_LASTPOSITION, TASK_CLEAR_LASTPOSITION, TASK_PLAY_ACTIVE_IDLE, TASK_FIND_HINTNODE, TASK_CLEAR_HINTNODE, TASK_SMALL_FLINCH, TASK_FACE_IDEAL, TASK_FACE_ROUTE, TASK_FACE_ENEMY, TASK_FACE_HINTNODE, TASK_FACE_TARGET, TASK_FACE_LASTPOSITION, TASK_RANGE_ATTACK1, TASK_RANGE_ATTACK2, TASK_MELEE_ATTACK1, TASK_MELEE_ATTACK2, TASK_RELOAD, TASK_RANGE_ATTACK1_NOTURN, TASK_RANGE_ATTACK2_NOTURN, TASK_MELEE_ATTACK1_NOTURN, TASK_MELEE_ATTACK2_NOTURN, TASK_RELOAD_NOTURN, TASK_SPECIAL_ATTACK1, TASK_SPECIAL_ATTACK2, TASK_CROUCH, TASK_STAND, TASK_GUARD, TASK_STEP_LEFT, TASK_STEP_RIGHT, TASK_STEP_FORWARD, TASK_STEP_BACK, TASK_DODGE_LEFT, TASK_DODGE_RIGHT, TASK_SOUND_ANGRY, TASK_SOUND_DEATH, TASK_SET_ACTIVITY, TASK_SET_SCHEDULE, TASK_SET_FAIL_SCHEDULE, TASK_CLEAR_FAIL_SCHEDULE, TASK_PLAY_SEQUENCE, TASK_PLAY_SEQUENCE_FACE_ENEMY, TASK_PLAY_SEQUENCE_FACE_TARGET, TASK_SOUND_IDLE, TASK_SOUND_WAKE, 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, TASK_FIND_NODE_COVER_FROM_ENEMY, 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, TASK_DIE, TASK_WAIT_FOR_SCRIPT, TASK_PLAY_SCRIPT, TASK_ENABLE_SCRIPT, TASK_PLANT_ON_SCRIPT, TASK_FACE_SCRIPT, TASK_WAIT_RANDOM, TASK_WAIT_INDEFINITE, TASK_STOP_MOVING, TASK_TURN_LEFT, TASK_TURN_RIGHT, TASK_REMEMBER, TASK_FORGET, TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete() // modif de Julien TASK_GET_BURNT_COVER, LAST_COMMON_TASK // LEAVE THIS AT THE BOTTOM!! (sjb) } 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 }; // 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 }; // 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 // 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