2023-09-06 02:25:25 +02:00
/***
*
* Copyright ( c ) 1996 - 2001 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers . Access to this code is restricted to
* persons who have executed a written SDK license with Valve . Any access ,
* use or distribution of this code by or to any unlicensed person is illegal .
*
* * * */
//=========================================================
// Scheduling
//=========================================================
# ifndef SCHEDULE_H
# define SCHEDULE_H
# define TASKSTATUS_NEW 0 // Just started
# define TASKSTATUS_RUNNING 1 // Running task & movement
# define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
# define TASKSTATUS_RUNNING_TASK 3 // Just running task
# define TASKSTATUS_COMPLETE 4 // Completed, get next task
//=========================================================
// These are the schedule types
//=========================================================
typedef enum
{
SCHED_NONE = 0 ,
SCHED_IDLE_STAND ,
SCHED_IDLE_WALK ,
SCHED_WAKE_ANGRY ,
SCHED_WAKE_CALLED ,
SCHED_ALERT_FACE ,
SCHED_ALERT_SMALL_FLINCH ,
SCHED_ALERT_BIG_FLINCH ,
SCHED_ALERT_STAND ,
SCHED_INVESTIGATE_SOUND ,
SCHED_COMBAT_FACE ,
SCHED_COMBAT_STAND ,
SCHED_CHASE_ENEMY ,
SCHED_CHASE_ENEMY_FAILED ,
SCHED_VICTORY_DANCE ,
SCHED_TARGET_FACE ,
SCHED_TARGET_CHASE ,
SCHED_SMALL_FLINCH ,
SCHED_TAKE_COVER_FROM_ENEMY ,
SCHED_TAKE_COVER_FROM_BEST_SOUND ,
SCHED_TAKE_COVER_FROM_ORIGIN ,
SCHED_COWER , // usually a last resort!
SCHED_MELEE_ATTACK1 ,
SCHED_MELEE_ATTACK2 ,
SCHED_RANGE_ATTACK1 ,
SCHED_RANGE_ATTACK2 ,
SCHED_SPECIAL_ATTACK1 ,
SCHED_SPECIAL_ATTACK2 ,
SCHED_STANDOFF ,
SCHED_ARM_WEAPON ,
SCHED_RELOAD ,
SCHED_GUARD ,
SCHED_AMBUSH ,
SCHED_DIE ,
SCHED_WAIT_TRIGGER ,
SCHED_FOLLOW ,
SCHED_SLEEP ,
SCHED_WAKE ,
SCHED_AISCRIPT ,
SCHED_FAIL ,
LAST_COMMON_SCHEDULE // Leave this at the bottom
} SCHEDULE_TYPE ;
//=========================================================
// These are the shared tasks
//=========================================================
typedef enum
{
TASK_INVALID = 0 ,
TASK_WAIT ,
TASK_WAIT_FACE_ENEMY ,
TASK_WAIT_PVS ,
TASK_SUGGEST_STATE ,
TASK_WALK_TO_TARGET ,
TASK_RUN_TO_TARGET ,
TASK_MOVE_TO_TARGET_RANGE ,
TASK_GET_PATH_TO_ENEMY ,
TASK_GET_PATH_TO_ENEMY_LKP ,
TASK_GET_PATH_TO_ENEMY_CORPSE ,
TASK_GET_PATH_TO_LEADER ,
TASK_GET_PATH_TO_SPOT ,
TASK_GET_PATH_TO_TARGET ,
TASK_GET_PATH_TO_HINTNODE ,
TASK_GET_PATH_TO_LASTPOSITION ,
TASK_GET_PATH_TO_BESTSOUND ,
TASK_GET_PATH_TO_BESTSCENT ,
TASK_RUN_PATH ,
TASK_WALK_PATH ,
TASK_STRAFE_PATH ,
TASK_CLEAR_MOVE_WAIT ,
TASK_STORE_LASTPOSITION ,
TASK_CLEAR_LASTPOSITION ,
TASK_PLAY_ACTIVE_IDLE ,
TASK_FIND_HINTNODE ,
TASK_CLEAR_HINTNODE ,
TASK_SMALL_FLINCH ,
TASK_FACE_IDEAL ,
TASK_FACE_ROUTE ,
TASK_FACE_ENEMY ,
TASK_FACE_HINTNODE ,
TASK_FACE_TARGET ,
TASK_FACE_LASTPOSITION ,
TASK_RANGE_ATTACK1 ,
TASK_RANGE_ATTACK2 ,
TASK_MELEE_ATTACK1 ,
TASK_MELEE_ATTACK2 ,
TASK_RELOAD ,
TASK_RANGE_ATTACK1_NOTURN ,
TASK_RANGE_ATTACK2_NOTURN ,
TASK_MELEE_ATTACK1_NOTURN ,
TASK_MELEE_ATTACK2_NOTURN ,
TASK_RELOAD_NOTURN ,
TASK_SPECIAL_ATTACK1 ,
TASK_SPECIAL_ATTACK2 ,
TASK_CROUCH ,
TASK_STAND ,
TASK_GUARD ,
TASK_STEP_LEFT ,
TASK_STEP_RIGHT ,
TASK_STEP_FORWARD ,
TASK_STEP_BACK ,
TASK_DODGE_LEFT ,
TASK_DODGE_RIGHT ,
TASK_SOUND_ANGRY ,
TASK_SOUND_DEATH ,
TASK_SET_ACTIVITY ,
TASK_SET_SCHEDULE ,
TASK_SET_FAIL_SCHEDULE ,
TASK_CLEAR_FAIL_SCHEDULE ,
TASK_PLAY_SEQUENCE ,
TASK_PLAY_SEQUENCE_FACE_ENEMY ,
TASK_PLAY_SEQUENCE_FACE_TARGET ,
TASK_SOUND_IDLE ,
TASK_SOUND_WAKE ,
TASK_SOUND_PAIN ,
TASK_SOUND_DIE ,
TASK_FIND_COVER_FROM_BEST_SOUND , // tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_ENEMY , // tries lateral cover first, then node cover
TASK_FIND_LATERAL_COVER_FROM_ENEMY ,
TASK_FIND_NODE_COVER_FROM_ENEMY ,
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY , // data for this one is the MAXIMUM acceptable distance to the cover.
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY , // data for this one is there MINIMUM aceptable distance to the cover.
TASK_FIND_COVER_FROM_ORIGIN ,
TASK_EAT ,
TASK_DIE ,
TASK_WAIT_FOR_SCRIPT ,
TASK_PLAY_SCRIPT ,
TASK_ENABLE_SCRIPT ,
TASK_PLANT_ON_SCRIPT ,
TASK_FACE_SCRIPT ,
TASK_WAIT_RANDOM ,
TASK_WAIT_INDEFINITE ,
TASK_STOP_MOVING ,
TASK_TURN_LEFT ,
TASK_TURN_RIGHT ,
TASK_REMEMBER ,
TASK_FORGET ,
TASK_WAIT_FOR_MOVEMENT , // wait until MovementIsComplete()
LAST_COMMON_TASK , // LEAVE THIS AT THE BOTTOM!! (sjb)
} SHARED_TASKS ;
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
enum
{
TARGET_MOVE_NORMAL = 0 ,
TARGET_MOVE_SCRIPTED = 1 ,
} ;
// A goal should be used for a task that requires several schedules to complete.
// The goal index should indicate which schedule (ordinally) the monster is running.
// That way, when tasks fail, the AI can make decisions based on the context of the
// current goal and sequence rather than just the current schedule.
enum
{
GOAL_ATTACK_ENEMY ,
GOAL_MOVE ,
GOAL_TAKE_COVER ,
GOAL_MOVE_TARGET ,
GOAL_EAT ,
} ;
// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{
int iTask ;
float flData ;
} ;
struct Schedule_t
{
Task_t * pTasklist ;
int cTasks ;
int iInterruptMask ; // a bit mask of conditions that can interrupt this schedule
// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
// event that the schedule is broken by COND_HEAR_SOUND
int iSoundMask ;
const char * pName ;
} ;
// an array of waypoints makes up the monster's route.
// !!!LATER- this declaration doesn't belong in this file.
struct WayPoint_t
{
Vector vecLocation ;
int iType ;
} ;
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
// type of movement the monster should use to get there.
# define bits_MF_TO_TARGETENT ( 1 << 0 ) // local move to targetent.
# define bits_MF_TO_ENEMY ( 1 << 1 ) // local move to enemy
# define bits_MF_TO_COVER ( 1 << 2 ) // local move to a hiding place
# define bits_MF_TO_DETOUR ( 1 << 3 ) // local move to detour point.
# define bits_MF_TO_PATHCORNER ( 1 << 4 ) // local move to a path corner
# define bits_MF_TO_NODE ( 1 << 5 ) // local move to a node
# define bits_MF_TO_LOCATION ( 1 << 6 ) // local move to an arbitrary point
# define bits_MF_IS_GOAL ( 1 << 7 ) // this waypoint is the goal of the whole move.
# define bits_MF_DONT_SIMPLIFY ( 1 << 8 ) // Don't let the route code simplify this waypoint
// If you define any flags that aren't _TO_ flags, add them here so we can mask
// them off when doing compares.
# define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
# define MOVEGOAL_NONE (0)
# define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
# define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
# define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
# define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
# define MOVEGOAL_NODE (bits_MF_TO_NODE)
// these bits represent conditions that may befall the monster, of which some are allowed
// to interrupt certain schedules.
# define bits_COND_NO_AMMO_LOADED ( 1 << 0 ) // weapon needs to be reloaded!
# define bits_COND_SEE_HATE ( 1 << 1 ) // see something that you hate
# define bits_COND_SEE_FEAR ( 1 << 2 ) // see something that you are afraid of
# define bits_COND_SEE_DISLIKE ( 1 << 3 ) // see something that you dislike
# define bits_COND_SEE_ENEMY ( 1 << 4 ) // target entity is in full view.
# define bits_COND_ENEMY_OCCLUDED ( 1 << 5 ) // target entity occluded by the world
# define bits_COND_SMELL_FOOD ( 1 << 6 )
# define bits_COND_ENEMY_TOOFAR ( 1 << 7 )
# define bits_COND_LIGHT_DAMAGE ( 1 << 8 ) // hurt a little
# define bits_COND_HEAVY_DAMAGE ( 1 << 9 ) // hurt a lot
# define bits_COND_CAN_RANGE_ATTACK1 ( 1 << 10)
# define bits_COND_CAN_MELEE_ATTACK1 ( 1 << 11)
# define bits_COND_CAN_RANGE_ATTACK2 ( 1 << 12)
# define bits_COND_CAN_MELEE_ATTACK2 ( 1 << 13)
// #define bits_COND_CAN_RANGE_ATTACK3 ( 1 << 14)
# define bits_COND_PROVOKED ( 1 << 15)
# define bits_COND_NEW_ENEMY ( 1 << 16)
# define bits_COND_HEAR_SOUND ( 1 << 17) // there is an interesting sound
# define bits_COND_SMELL ( 1 << 18) // there is an interesting scent
# define bits_COND_ENEMY_FACING_ME ( 1 << 19) // enemy is facing me
# define bits_COND_ENEMY_DEAD ( 1 << 20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
# define bits_COND_SEE_CLIENT ( 1 << 21) // see a client
# define bits_COND_SEE_NEMESIS ( 1 << 22) // see my nemesis
# define bits_COND_SPECIAL1 ( 1 << 28) // Defined by individual monster
# define bits_COND_SPECIAL2 ( 1 << 29) // Defined by individual monster
# define bits_COND_TASK_FAILED ( 1 << 30)
# define bits_COND_SCHEDULE_DONE ( 1 << 31)
# define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
# define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
# endif // SCHEDULE_H