You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
287 lines
9.2 KiB
287 lines
9.2 KiB
/*** |
|
* |
|
* 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 |
|
#ifndef 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, |
|
|
|
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 |
|
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 |
|
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 |
|
TASK_GET_PATH_TO_BESTSOUND, |
|
TASK_GET_PATH_TO_BESTSCENT, |
|
TASK_RUN_PATH, |
|
TASK_WALK_PATH, |
|
TASK_STRAFE_PATH, //20 |
|
TASK_CLEAR_MOVE_WAIT, |
|
TASK_STORE_LASTPOSITION, |
|
TASK_CLEAR_LASTPOSITION, |
|
TASK_PLAY_ACTIVE_IDLE, |
|
TASK_FIND_HINTNODE, //25 |
|
TASK_CLEAR_HINTNODE, |
|
TASK_SMALL_FLINCH, |
|
TASK_FACE_IDEAL, |
|
TASK_FACE_ROUTE, |
|
TASK_FACE_ENEMY, //30 |
|
TASK_FACE_HINTNODE, |
|
TASK_FACE_TARGET, |
|
TASK_FACE_LASTPOSITION, |
|
TASK_RANGE_ATTACK1, |
|
TASK_RANGE_ATTACK2, //35 |
|
TASK_MELEE_ATTACK1, |
|
TASK_MELEE_ATTACK2, |
|
TASK_RELOAD, |
|
TASK_RANGE_ATTACK1_NOTURN, |
|
TASK_RANGE_ATTACK2_NOTURN, //40 |
|
TASK_MELEE_ATTACK1_NOTURN, |
|
TASK_MELEE_ATTACK2_NOTURN, |
|
TASK_RELOAD_NOTURN, |
|
TASK_SPECIAL_ATTACK1, |
|
TASK_SPECIAL_ATTACK2, //45 |
|
TASK_CROUCH, |
|
TASK_STAND, |
|
TASK_GUARD, |
|
TASK_STEP_LEFT, |
|
TASK_STEP_RIGHT, //50 |
|
TASK_STEP_FORWARD, |
|
TASK_STEP_BACK, |
|
TASK_DODGE_LEFT, |
|
TASK_DODGE_RIGHT, |
|
TASK_SOUND_ANGRY, //55 |
|
TASK_SOUND_DEATH, |
|
TASK_SET_ACTIVITY, |
|
TASK_SET_SCHEDULE, |
|
TASK_SET_FAIL_SCHEDULE, |
|
TASK_CLEAR_FAIL_SCHEDULE,// 60 |
|
TASK_PLAY_SEQUENCE, |
|
TASK_PLAY_SEQUENCE_FACE_ENEMY, |
|
TASK_PLAY_SEQUENCE_FACE_TARGET, |
|
TASK_SOUND_IDLE, |
|
TASK_SOUND_WAKE, //65 |
|
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, |
|
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 |
|
TASK_DIE, |
|
TASK_WAIT_FOR_SCRIPT, |
|
TASK_PLAY_SCRIPT, |
|
TASK_ENABLE_SCRIPT, |
|
TASK_PLANT_ON_SCRIPT, //80 |
|
TASK_FACE_SCRIPT, |
|
TASK_WAIT_RANDOM, |
|
TASK_WAIT_INDEFINITE, |
|
TASK_STOP_MOVING, |
|
TASK_TURN_LEFT, //85 |
|
TASK_TURN_RIGHT, |
|
TASK_REMEMBER, |
|
TASK_FORGET, |
|
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete() |
|
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
|
|
|