//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "stringregistry.h" #include "ai_basenpc.h" #include "ai_condition.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Given and condition name, return the condition ID //----------------------------------------------------------------------------- int CAI_BaseNPC::GetConditionID(const char* condName) { return GetSchedulingSymbols()->ConditionSymbolToId(condName); } //----------------------------------------------------------------------------- // Purpose: Register the default conditions // Input : // Output : //----------------------------------------------------------------------------- #define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" ) void CAI_BaseNPC::InitDefaultConditionSR(void) { CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); ADD_CONDITION_TO_SR( COND_NONE ); ADD_CONDITION_TO_SR( COND_IN_PVS ); ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT ); ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO ); ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO ); ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO ); ADD_CONDITION_TO_SR( COND_NO_WEAPON ); ADD_CONDITION_TO_SR( COND_SEE_HATE ); ADD_CONDITION_TO_SR( COND_SEE_FEAR ); ADD_CONDITION_TO_SR( COND_SEE_DISLIKE ); ADD_CONDITION_TO_SR( COND_SEE_ENEMY ); ADD_CONDITION_TO_SR( COND_LOST_ENEMY ); ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL ); ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS ); ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS ); ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED ); ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED ); ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR ); ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE ); ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE ); ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE ); ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE ); ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 ); ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 ); ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 ); ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 ); ADD_CONDITION_TO_SR( COND_PROVOKED ); ADD_CONDITION_TO_SR( COND_NEW_ENEMY ); ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME ); ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY ); ADD_CONDITION_TO_SR( COND_ENEMY_DEAD ); ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE ); ADD_CONDITION_TO_SR( COND_SEE_PLAYER ); ADD_CONDITION_TO_SR( COND_LOST_PLAYER ); ADD_CONDITION_TO_SR( COND_SEE_NEMESIS ); ADD_CONDITION_TO_SR( COND_TASK_FAILED ); ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE ); ADD_CONDITION_TO_SR( COND_SMELL ); ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK ); ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK ); ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK ); ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS ); ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED ); ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE ); ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE ); ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND ); ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES ); ADD_CONDITION_TO_SR( COND_GIVE_WAY ); ADD_CONDITION_TO_SR( COND_WAY_CLEAR ); ADD_CONDITION_TO_SR( COND_HEAR_DANGER ); ADD_CONDITION_TO_SR( COND_HEAR_THUMPER ); ADD_CONDITION_TO_SR( COND_HEAR_COMBAT ); ADD_CONDITION_TO_SR( COND_HEAR_WORLD ); ADD_CONDITION_TO_SR( COND_HEAR_PLAYER ); ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT ); ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT ); ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER ); ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY ); ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER ); ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING ); ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS ); ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD ); ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD ); ADD_CONDITION_TO_SR( COND_NPC_FREEZE ); ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE ); ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION ); ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS ); ADD_CONDITION_TO_SR( COND_BEHAVIOR_PARAMETERS_CHANGED ); }