Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A schedule
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "bitstring.h"
#ifndef AI_SCHEDULE_H
#define AI_SCHEDULE_H
#pragma once
class CStringRegistry;
class CAI_ClassScheduleIdSpace;
class CAI_GlobalScheduleNamespace;
class CAI_BaseNPC;
struct Task_t;
#ifndef MAX_CONDITIONS
#define MAX_CONDITIONS 32*8
#endif
typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
//==================================================
// goalType_t
//==================================================
enum goalType_t
{
GOAL_NONE = -1,
GOAL_ENEMY, //Our current enemy's position
GOAL_TARGET, //Our current target's position
GOAL_ENEMY_LKP, //Our current enemy's last known position
GOAL_SAVED_POSITION, //Our saved position
};
//==================================================
// pathType_t
//==================================================
enum pathType_t
{
PATH_NONE = -1,
PATH_TRAVEL, //Path that will take us to the goal
PATH_LOS, //Path that gives us line of sight to our goal
//PATH_FLANK, //Path that will take us to a flanking position of our goal
//PATH_FLANK_LOS, //Path that will take us to within line of sight to the flanking position of our goal
PATH_COVER, //Path that will give us cover from our goal
//PATH_COVER_LOS, //Path that will give us line of sight to cover from our goal
};
//=============================================================================
// >> CAI_Schedule
//=============================================================================
class CAI_Schedule;
class CAI_SchedulesManager
{
public:
CAI_SchedulesManager()
{
allSchedules = NULL;
m_CurLoadSig = 0; // Note when schedules reset
}
int GetScheduleLoadSignature() { return m_CurLoadSig; }
CAI_Schedule* GetScheduleFromID( int schedID ); // Function to return schedule from linked list
CAI_Schedule* GetScheduleByName( const char *name );
bool LoadAllSchedules(void);
bool LoadSchedulesFromBuffer( const char *prefix, char *pfile, CAI_ClassScheduleIdSpace *pIdSpace, CAI_GlobalScheduleNamespace *pGlobalNamespace );
private:
friend class CAI_SystemHook;
int m_CurLoadSig; // Note when schedules reset
CAI_Schedule* allSchedules; // A linked list of all schedules
CAI_Schedule * CreateSchedule(char *name, int schedule_id);
void CreateStringRegistries( void );
void DestroyStringRegistries( void );
void DeleteAllSchedules(void);
//static bool LoadSchedules( char* prefix, int taskIDOffset, int taskENOffset,
// int schedIDOffset, int schedENOffset,
// int condIDOffset, int condENOffset);
// parsing helpers
int GetStateID(const char *state_name);
int GetMemoryID(const char *memory_name);
int GetPathID( const char *token );
int GetGoalID( const char *token );
};
extern CAI_SchedulesManager g_AI_SchedulesManager;
extern CAI_SchedulesManager g_AI_AgentSchedulesManager;
class CAI_Schedule
{
// ---------
// Static
// ---------
// ---------
public:
int GetId() const
{
return m_iScheduleID;
}
const Task_t *GetTaskList() const
{
return m_pTaskList;
}
int NumTasks() const
{
return m_iNumTasks;
}
void GetInterruptMask( CAI_ScheduleBits *pBits ) const
{
m_InterruptMask.CopyTo( pBits );
}
bool HasInterrupt( int condition ) const
{
return m_InterruptMask.IsBitSet( condition );
}
const char *GetName() const
{
return m_pName;
}
private:
friend class CAI_SchedulesManager;
int m_iScheduleID; // The id number of this schedule
Task_t *m_pTaskList;
int m_iNumTasks;
CAI_ScheduleBits m_InterruptMask; // a bit mask of conditions that can interrupt this schedule
char *m_pName;
CAI_Schedule *nextSchedule; // The next schedule in the list of schedules
CAI_Schedule(char *name,int schedule_id, CAI_Schedule *pNext);
~CAI_Schedule( void );
};
//-----------------------------------------------------------------------------
//
// In-memory schedules
//
#define AI_DEFINE_SCHEDULE( name, text ) \
const char * g_psz##name = \
"\n Schedule" \
"\n " #name \
text \
"\n"
#define AI_LOAD_SCHEDULE( classname, name ) \
do \
{ \
extern const char * g_psz##name; \
if ( classname::gm_SchedLoadStatus.fValid ) \
{ \
classname::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( #classname,(char *)g_psz##name,&classname::gm_ClassScheduleIdSpace, classname::GetSchedulingSymbols() ); \
} \
} while (false)
// For loading default schedules in memory (see ai_default.cpp)
#define AI_LOAD_DEF_SCHEDULE( classname, name ) \
do \
{ \
extern const char * g_psz##name; \
if (!g_AI_SchedulesManager.LoadSchedulesFromBuffer( #classname,(char *)g_psz##name,&classname::gm_ClassScheduleIdSpace, classname::GetSchedulingSymbols() )) \
return false; \
} while (false)
//-----------------------------------------------------------------------------
#endif // AI_SCHEDULE_H