mirror of https://github.com/FWGS/hlsdk-xash3d
1504 lines
34 KiB
C++
1504 lines
34 KiB
C++
/***
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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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#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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return TRUE;
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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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// 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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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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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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// 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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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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#if 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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// 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( (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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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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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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ChangeYaw( pev->yaw_speed );
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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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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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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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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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// 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 * 0.5f )
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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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}
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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() )
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{
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// 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();
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}
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else
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{
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// body is gonna be around for a while, so have it stink for a bit.
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CSoundEnt::InsertSound( bits_SOUND_CARCASS, pev->origin, 384, 30 );
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}
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}
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break;
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}
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case TASK_RANGE_ATTACK1_NOTURN:
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case TASK_MELEE_ATTACK1_NOTURN:
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case TASK_MELEE_ATTACK2_NOTURN:
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case TASK_RANGE_ATTACK2_NOTURN:
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case TASK_RELOAD_NOTURN:
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{
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if( m_fSequenceFinished )
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{
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m_Activity = ACT_RESET;
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TaskComplete();
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}
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break;
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}
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case TASK_RANGE_ATTACK1:
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case TASK_MELEE_ATTACK1:
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case TASK_MELEE_ATTACK2:
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case TASK_RANGE_ATTACK2:
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case TASK_SPECIAL_ATTACK1:
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case TASK_SPECIAL_ATTACK2:
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case TASK_RELOAD:
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{
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MakeIdealYaw( m_vecEnemyLKP );
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ChangeYaw( pev->yaw_speed );
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if( m_fSequenceFinished )
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{
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m_Activity = ACT_RESET;
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TaskComplete();
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}
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break;
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}
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case TASK_SMALL_FLINCH:
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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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}
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break;
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case TASK_WAIT_FOR_SCRIPT:
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{
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if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
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{
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TaskComplete();
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m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
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if( m_fSequenceFinished )
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ClearSchedule();
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pev->framerate = 1.0;
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//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) );
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}
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break;
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}
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case TASK_PLAY_SCRIPT:
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{
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if( m_fSequenceFinished )
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{
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m_pCine->SequenceDone( this );
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}
|
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break;
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}
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}
|
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}
|
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|
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//=========================================================
|
|
// 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 )
|
|
{
|
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float flYD;
|
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flYD = FlYawDiff();
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|
|
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_TARGET:
|
|
case TASK_WALK_TO_TARGET:
|
|
{
|
|
Activity newActivity;
|
|
|
|
if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 )
|
|
TaskComplete();
|
|
else
|
|
{
|
|
if( pTask->iTask == TASK_WALK_TO_TARGET )
|
|
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_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;
|
|
}
|
|
case TASK_ENABLE_SCRIPT:
|
|
{
|
|
m_pCine->DelayStart( 0 );
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_PLANT_ON_SCRIPT:
|
|
{
|
|
if( m_hTargetEnt != 0 )
|
|
{
|
|
pev->origin = m_hTargetEnt->pev->origin; // Plant on target
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
}
|
|
case TASK_FACE_SCRIPT:
|
|
{
|
|
if( m_hTargetEnt != 0 )
|
|
{
|
|
pev->ideal_yaw = UTIL_AngleMod( m_hTargetEnt->pev->angles.y );
|
|
}
|
|
|
|
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() ) < ( 1.0f - m_flFieldOfView ) * 60.0f ) // 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];
|
|
}
|