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1544 lines
36 KiB
1544 lines
36 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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// schedule.cpp - functions and data pertaining to the |
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// monsters' AI scheduling system. |
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//========================================================= |
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|
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "animation.h" |
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#include "scripted.h" |
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#include "nodes.h" |
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#include "defaultai.h" |
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#include "soundent.h" |
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extern CGraph WorldGraph; |
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//========================================================= |
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// FHaveSchedule - Returns TRUE if monster's m_pSchedule |
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// is anything other than NULL. |
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//========================================================= |
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BOOL CBaseMonster::FHaveSchedule( void ) |
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{ |
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if( m_pSchedule == NULL ) |
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{ |
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return FALSE; |
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} |
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|
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return TRUE; |
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} |
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|
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//========================================================= |
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// ClearSchedule - blanks out the caller's schedule pointer |
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// and index. |
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//========================================================= |
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void CBaseMonster::ClearSchedule( void ) |
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{ |
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m_iTaskStatus = TASKSTATUS_NEW; |
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m_pSchedule = NULL; |
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m_iScheduleIndex = 0; |
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} |
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|
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//========================================================= |
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// FScheduleDone - Returns TRUE if the caller is on the |
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// last task in the schedule |
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//========================================================= |
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BOOL CBaseMonster::FScheduleDone( void ) |
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{ |
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ASSERT( m_pSchedule != NULL ); |
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|
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if( m_iScheduleIndex == m_pSchedule->cTasks ) |
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{ |
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return TRUE; |
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} |
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return FALSE; |
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} |
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//========================================================= |
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// ChangeSchedule - replaces the monster's schedule pointer |
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// with the passed pointer, and sets the ScheduleIndex back |
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// to 0 |
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//========================================================= |
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void CBaseMonster::ChangeSchedule( Schedule_t *pNewSchedule ) |
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{ |
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ASSERT( pNewSchedule != NULL ); |
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m_pSchedule = pNewSchedule; |
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m_iScheduleIndex = 0; |
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m_iTaskStatus = TASKSTATUS_NEW; |
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m_afConditions = 0;// clear all of the conditions |
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m_failSchedule = SCHED_NONE; |
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|
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if( m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND && !(m_pSchedule->iSoundMask) ) |
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{ |
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ALERT( at_aiconsole, "COND_HEAR_SOUND with no sound mask!\n" ); |
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} |
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else if( m_pSchedule->iSoundMask && !(m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND) ) |
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{ |
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ALERT( at_aiconsole, "Sound mask without COND_HEAR_SOUND!\n" ); |
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} |
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#if _DEBUG |
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if( !ScheduleFromName( pNewSchedule->pName ) ) |
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{ |
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ALERT( at_console, "Schedule %s not in table!!!\n", pNewSchedule->pName ); |
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} |
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#endif |
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|
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// this is very useful code if you can isolate a test case in a level with a single monster. It will notify |
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// you of every schedule selection the monster makes. |
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#if 0 |
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if( FClassnameIs( pev, "monster_human_grunt" ) ) |
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{ |
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Task_t *pTask = GetTask(); |
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if( pTask ) |
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{ |
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const char *pName = NULL; |
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|
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if( m_pSchedule ) |
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{ |
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pName = m_pSchedule->pName; |
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} |
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else |
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{ |
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pName = "No Schedule"; |
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} |
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if( !pName ) |
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{ |
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pName = "Unknown"; |
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} |
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ALERT( at_aiconsole, "%s: picked schedule %s\n", STRING( pev->classname ), pName ); |
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} |
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} |
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#endif// 0 |
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} |
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//========================================================= |
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// NextScheduledTask - increments the ScheduleIndex |
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//========================================================= |
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void CBaseMonster::NextScheduledTask( void ) |
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{ |
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ASSERT( m_pSchedule != NULL ); |
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m_iTaskStatus = TASKSTATUS_NEW; |
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m_iScheduleIndex++; |
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if( FScheduleDone() ) |
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{ |
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// just completed last task in schedule, so make it invalid by clearing it. |
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SetConditions( bits_COND_SCHEDULE_DONE ); |
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//ClearSchedule(); |
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} |
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} |
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//========================================================= |
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// IScheduleFlags - returns an integer with all Conditions |
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// bits that are currently set and also set in the current |
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// schedule's Interrupt mask. |
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//========================================================= |
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int CBaseMonster::IScheduleFlags( void ) |
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{ |
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if( !m_pSchedule ) |
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{ |
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return 0; |
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} |
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// strip off all bits excepts the ones capable of breaking this schedule. |
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return m_afConditions & m_pSchedule->iInterruptMask; |
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} |
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//========================================================= |
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// FScheduleValid - returns TRUE as long as the current |
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// schedule is still the proper schedule to be executing, |
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// taking into account all conditions |
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//========================================================= |
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BOOL CBaseMonster::FScheduleValid( void ) |
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{ |
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if( m_pSchedule == NULL ) |
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{ |
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// schedule is empty, and therefore not valid. |
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return FALSE; |
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} |
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if( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) ) |
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{ |
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#ifdef DEBUG |
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if( HasConditions( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE ) |
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{ |
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// fail! Send a visual indicator. |
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ALERT( at_aiconsole, "Schedule: %s Failed\n", m_pSchedule->pName ); |
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Vector tmp = pev->origin; |
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tmp.z = pev->absmax.z + 16; |
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UTIL_Sparks( tmp ); |
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} |
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#endif // DEBUG |
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// some condition has interrupted the schedule, or the schedule is done |
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return FALSE; |
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} |
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return TRUE; |
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} |
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//========================================================= |
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// MaintainSchedule - does all the per-think schedule maintenance. |
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// ensures that the monster leaves this function with a valid |
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// schedule! |
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//========================================================= |
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void CBaseMonster::MaintainSchedule( void ) |
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{ |
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Schedule_t *pNewSchedule; |
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int i; |
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|
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// UNDONE: Tune/fix this 10... This is just here so infinite loops are impossible |
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for( i = 0; i < 10; i++ ) |
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{ |
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if( m_pSchedule != NULL && TaskIsComplete() ) |
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{ |
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NextScheduledTask(); |
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} |
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// validate existing schedule |
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if( !FScheduleValid() || m_MonsterState != m_IdealMonsterState ) |
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{ |
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// if we come into this block of code, the schedule is going to have to be changed. |
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// if the previous schedule was interrupted by a condition, GetIdealState will be |
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// called. Else, a schedule finished normally. |
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// Notify the monster that his schedule is changing |
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ScheduleChange(); |
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// Call GetIdealState if we're not dead and one or more of the following... |
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// - in COMBAT state with no enemy (it died?) |
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// - conditions bits (excluding SCHEDULE_DONE) indicate interruption, |
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// - schedule is done but schedule indicates it wants GetIdealState called |
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// after successful completion (by setting bits_COND_SCHEDULE_DONE in iInterruptMask) |
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// DEAD & SCRIPT are not suggestions, they are commands! |
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if( m_IdealMonsterState != MONSTERSTATE_DEAD && |
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( m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState ) ) |
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{ |
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// if we're here, then either we're being told to do something (besides dying or playing a script) |
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// or our current schedule (besides dying) is invalid. -- LRC |
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if( (m_afConditions && !HasConditions( bits_COND_SCHEDULE_DONE ) ) || |
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( m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE ) ) || |
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( ( m_MonsterState == MONSTERSTATE_COMBAT ) && ( m_hEnemy == 0 ) ) ) |
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{ |
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GetIdealState(); |
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} |
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} |
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if( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState ) |
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{ |
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if( m_failSchedule != SCHED_NONE ) |
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pNewSchedule = GetScheduleOfType( m_failSchedule ); |
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else |
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pNewSchedule = GetScheduleOfType( SCHED_FAIL ); |
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// schedule was invalid because the current task failed to start or complete |
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ALERT( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex ); |
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ChangeSchedule( pNewSchedule ); |
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} |
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else |
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{ |
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SetState( m_IdealMonsterState ); |
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if( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD ) |
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pNewSchedule = CBaseMonster::GetSchedule(); |
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else |
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pNewSchedule = GetSchedule(); |
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ChangeSchedule( pNewSchedule ); |
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} |
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} |
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if( m_iTaskStatus == TASKSTATUS_NEW ) |
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{ |
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Task_t *pTask = GetTask(); |
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ASSERT( pTask != NULL ); |
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TaskBegin(); |
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StartTask( pTask ); |
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} |
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// UNDONE: Twice?!!! |
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if( m_Activity != m_IdealActivity ) |
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{ |
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SetActivity( m_IdealActivity ); |
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} |
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if( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW ) |
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break; |
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} |
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if( TaskIsRunning() ) |
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{ |
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Task_t *pTask = GetTask(); |
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ASSERT( pTask != NULL ); |
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RunTask( pTask ); |
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} |
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// UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation |
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// RunTask() will always change animations at the end of a script! |
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// Don't do this twice |
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if( m_Activity != m_IdealActivity ) |
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{ |
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SetActivity( m_IdealActivity ); |
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} |
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} |
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//========================================================= |
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// RunTask |
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//========================================================= |
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void CBaseMonster::RunTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_TURN_RIGHT: |
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case TASK_TURN_LEFT: |
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{ |
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ChangeYaw( pev->yaw_speed ); |
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|
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if( FacingIdeal() ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_PLAY_SEQUENCE_FACE_ENEMY: |
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case TASK_PLAY_SEQUENCE_FACE_TARGET: |
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{ |
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CBaseEntity *pTarget; |
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|
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if( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET ) |
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pTarget = m_hTargetEnt; |
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else |
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pTarget = m_hEnemy; |
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if( pTarget ) |
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{ |
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pev->ideal_yaw = UTIL_VecToYaw( pTarget->pev->origin - pev->origin ); |
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ChangeYaw( pev->yaw_speed ); |
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} |
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if( m_fSequenceFinished ) |
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TaskComplete(); |
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} |
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break; |
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case TASK_PLAY_SEQUENCE: |
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case TASK_PLAY_ACTIVE_IDLE: |
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{ |
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if( m_fSequenceFinished ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_FACE_ENEMY: |
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{ |
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MakeIdealYaw( m_vecEnemyLKP ); |
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|
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ChangeYaw( pev->yaw_speed ); |
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|
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if( FacingIdeal() ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_FACE_HINTNODE: |
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case TASK_FACE_LASTPOSITION: |
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case TASK_FACE_TARGET: |
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case TASK_FACE_IDEAL: |
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case TASK_FACE_ROUTE: |
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{ |
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ChangeYaw( pev->yaw_speed ); |
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|
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if( FacingIdeal() ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_WAIT_PVS: |
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{ |
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if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_WAIT_INDEFINITE: |
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{ |
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// don't do anything. |
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break; |
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} |
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case TASK_WAIT: |
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case TASK_WAIT_RANDOM: |
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{ |
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if( gpGlobals->time >= m_flWaitFinished ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_WAIT_FACE_ENEMY: |
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{ |
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MakeIdealYaw( m_vecEnemyLKP ); |
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ChangeYaw( pev->yaw_speed ); |
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|
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if( gpGlobals->time >= m_flWaitFinished ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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} |
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case TASK_MOVE_TO_TARGET_RANGE: |
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{ |
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float distance; |
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|
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if( m_hTargetEnt == 0 ) |
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TaskFail(); |
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else |
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{ |
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distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
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|
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// Re-evaluate when you think your finished, or the target has moved too far |
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if( ( distance < pTask->flData ) || ( m_vecMoveGoal - m_hTargetEnt->pev->origin ).Length() > pTask->flData * 0.5 ) |
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{ |
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m_vecMoveGoal = m_hTargetEnt->pev->origin; |
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distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
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FRefreshRoute(); |
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} |
|
|
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// Set the appropriate activity based on an overlapping range |
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// overlap the range to prevent oscillation |
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if( distance < pTask->flData ) |
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{ |
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TaskComplete(); |
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RouteClear(); // Stop moving |
|
} |
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else if( distance < 190 && m_movementActivity != ACT_WALK ) |
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m_movementActivity = ACT_WALK; |
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else if( distance >= 270 && m_movementActivity != ACT_RUN ) |
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m_movementActivity = ACT_RUN; |
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} |
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break; |
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} |
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case TASK_WAIT_FOR_MOVEMENT: |
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{ |
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if( MovementIsComplete() ) |
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{ |
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TaskComplete(); |
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RouteClear(); // Stop moving |
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} |
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break; |
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} |
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case TASK_DIE: |
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{ |
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if( m_fSequenceFinished && pev->frame >= 255 ) |
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{ |
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pev->deadflag = DEAD_DEAD; |
|
|
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SetThink( NULL ); |
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StopAnimation(); |
|
|
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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 |
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// block the player on a slope or stairs, the corpse is made nonsolid. |
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//pev->solid = SOLID_NOT; |
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UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 1 ) ); |
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} |
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else // !!!HACKHACK - put monster in a thin, wide bounding box until we fix the solid type/bounding volume problem |
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UTIL_SetSize( pev, Vector( pev->mins.x, pev->mins.y, pev->mins.z ), Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 1 ) ); |
|
|
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if( ShouldFadeOnDeath() ) |
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{ |
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// this monster was created by a monstermaker... fade the corpse out. |
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SUB_StartFadeOut(); |
|
} |
|
else |
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{ |
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// body is gonna be around for a while, so have it stink for a bit. |
|
CSoundEnt::InsertSound( bits_SOUND_CARCASS, pev->origin, 384, 30 ); |
|
} |
|
} |
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break; |
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} |
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case TASK_RANGE_ATTACK1_NOTURN: |
|
case TASK_MELEE_ATTACK1_NOTURN: |
|
case TASK_MELEE_ATTACK2_NOTURN: |
|
case TASK_RANGE_ATTACK2_NOTURN: |
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case TASK_RELOAD_NOTURN: |
|
{ |
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if( m_fSequenceFinished ) |
|
{ |
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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_SCRIPT: |
|
case TASK_WALK_TO_SCRIPT: |
|
{ |
|
Activity newActivity; |
|
|
|
if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 ) |
|
TaskComplete(); |
|
else |
|
{ |
|
if( pTask->iTask == TASK_WALK_TO_SCRIPT ) |
|
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_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime ) |
|
{ |
|
TaskComplete(); //LRC - start playing immediately |
|
} |
|
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; |
|
} |
|
//LRC |
|
case TASK_END_SCRIPT: |
|
{ |
|
m_pCine->SequenceDone( this ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_ENABLE_SCRIPT: |
|
{ |
|
m_pCine->DelayStart( 0 ); |
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_PLANT_ON_SCRIPT: |
|
{ |
|
if ( m_pCine != NULL ) |
|
{ |
|
// Plant on script |
|
// LRC - if it's a teleport script, do the turn too |
|
if (m_pCine->m_fMoveTo == 4 || m_pCine->m_fMoveTo == 6) |
|
{ |
|
if (m_pCine->m_fTurnType == 0) //LRC |
|
pev->angles.y = m_hTargetEnt->pev->angles.y; |
|
else if (m_pCine->m_fTurnType == 1) |
|
pev->angles.y = UTIL_VecToYaw(m_hTargetEnt->pev->origin - pev->origin); |
|
pev->ideal_yaw = pev->angles.y; |
|
pev->avelocity = Vector( 0, 0, 0 ); |
|
pev->velocity = Vector( 0, 0, 0 ); |
|
pev->effects |= EF_NOINTERP; |
|
} |
|
|
|
if (m_pCine->m_fMoveTo != 6) |
|
pev->origin = m_pGoalEnt->pev->origin; |
|
} |
|
|
|
TaskComplete(); |
|
break; |
|
} |
|
case TASK_FACE_SCRIPT: |
|
{ |
|
if ( m_pCine != NULL && m_pCine->m_fMoveTo != 0) // movetype "no move" makes us ignore turntype |
|
{ |
|
switch (m_pCine->m_fTurnType) |
|
{ |
|
case 0: |
|
pev->ideal_yaw = UTIL_AngleMod( m_pCine->pev->angles.y ); |
|
break; |
|
case 1: |
|
// yes, this is inconsistent- turn to face uses the "target" and turn to angle uses the "cine". |
|
if (m_hTargetEnt) |
|
MakeIdealYaw ( m_hTargetEnt->pev->origin ); |
|
else |
|
MakeIdealYaw ( m_pCine->pev->origin ); |
|
break; |
|
// default: don't turn |
|
} |
|
} |
|
|
|
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]; |
|
}
|
|
|