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