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https://github.com/s1lentq/ReGameDLL_CS.git
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25f425801a
Removed project bzip2. CZero: Fix crashing of HostageEscapeState.
297 lines
9.4 KiB
C
297 lines
9.4 KiB
C
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef SCHEDULE_H
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#define SCHEDULE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
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// type of movement the monster should use to get there.
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#define bits_MF_TO_TARGETENT (1 << 0) // local move to targetent.
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#define bits_MF_TO_ENEMY (1 << 1) // local move to enemy
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#define bits_MF_TO_COVER (1 << 2) // local move to a hiding place
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#define bits_MF_TO_DETOUR (1 << 3) // local move to detour point.
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#define bits_MF_TO_PATHCORNER (1 << 4) // local move to a path corner
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#define bits_MF_TO_NODE (1 << 5) // local move to a node
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#define bits_MF_TO_LOCATION (1 << 6) // local move to an arbitrary point
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#define bits_MF_IS_GOAL (1 << 7) // this waypoint is the goal of the whole move.
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#define bits_MF_DONT_SIMPLIFY (1 << 8) // Don't let the route code simplify this waypoint
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// If you define any flags that aren't _TO_ flags, add them here so we can mask
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// them off when doing compares.
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#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
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#define MOVEGOAL_NONE (0)
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#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
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#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
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#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
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#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
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#define MOVEGOAL_NODE (bits_MF_TO_NODE)
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// these bits represent conditions that may befall the monster, of which some are allowed
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// to interrupt certain schedules.
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#define bits_COND_NO_AMMO_LOADED (1 << 0) // weapon needs to be reloaded!
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#define bits_COND_SEE_HATE (1 << 1) // see something that you hate
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#define bits_COND_SEE_FEAR (1 << 2) // see something that you are afraid of
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#define bits_COND_SEE_DISLIKE (1 << 3) // see something that you dislike
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#define bits_COND_SEE_ENEMY (1 << 4) // target entity is in full view.
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#define bits_COND_ENEMY_OCCLUDED (1 << 5) // target entity occluded by the world
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#define bits_COND_SMELL_FOOD (1 << 6)
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#define bits_COND_ENEMY_TOOFAR (1 << 7)
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#define bits_COND_LIGHT_DAMAGE (1 << 8) // hurt a little
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#define bits_COND_HEAVY_DAMAGE (1 << 9) // hurt a lot
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#define bits_COND_CAN_RANGE_ATTACK1 (1 << 10)
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#define bits_COND_CAN_MELEE_ATTACK1 (1 << 11)
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#define bits_COND_CAN_RANGE_ATTACK2 (1 << 12)
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#define bits_COND_CAN_MELEE_ATTACK2 (1 << 13)
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//#define bits_COND_CAN_RANGE_ATTACK3 (1 << 14)
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#define bits_COND_PROVOKED (1 << 15)
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#define bits_COND_NEW_ENEMY (1 << 16)
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#define bits_COND_HEAR_SOUND (1 << 17) // there is an interesting sound
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#define bits_COND_SMELL (1 << 18) // there is an interesting scent
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#define bits_COND_ENEMY_FACING_ME (1 << 19) // enemy is facing me
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#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.
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#define bits_COND_SEE_CLIENT (1 << 21) // see a client
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#define bits_COND_SEE_NEMESIS (1 << 22) // see my nemesis
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#define bits_COND_SPECIAL1 (1 << 28) // Defined by individual monster
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#define bits_COND_SPECIAL2 (1 << 29) // Defined by individual monster
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#define bits_COND_TASK_FAILED (1 << 30)
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#define bits_COND_SCHEDULE_DONE (1 << 31)
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#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
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#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)
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#define TASKSTATUS_NEW 0 // Just started
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#define TASKSTATUS_RUNNING 1 // Running task & movement
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#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
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#define TASKSTATUS_RUNNING_TASK 3 // Just running task
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#define TASKSTATUS_COMPLETE 4 // Completed, get next task
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// These are the schedule types
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typedef enum
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{
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SCHED_NONE = 0,
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SCHED_IDLE_STAND,
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SCHED_IDLE_WALK,
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SCHED_WAKE_ANGRY,
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SCHED_WAKE_CALLED,
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SCHED_ALERT_FACE,
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SCHED_ALERT_SMALL_FLINCH,
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SCHED_ALERT_BIG_FLINCH,
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SCHED_ALERT_STAND,
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SCHED_INVESTIGATE_SOUND,
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SCHED_COMBAT_FACE,
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SCHED_COMBAT_STAND,
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SCHED_CHASE_ENEMY,
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SCHED_CHASE_ENEMY_FAILED,
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SCHED_VICTORY_DANCE,
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SCHED_TARGET_FACE,
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SCHED_TARGET_CHASE,
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SCHED_SMALL_FLINCH,
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SCHED_TAKE_COVER_FROM_ENEMY,
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SCHED_TAKE_COVER_FROM_BEST_SOUND,
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SCHED_TAKE_COVER_FROM_ORIGIN,
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SCHED_COWER, // usually a last resort!
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SCHED_MELEE_ATTACK1,
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SCHED_MELEE_ATTACK2,
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SCHED_RANGE_ATTACK1,
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SCHED_RANGE_ATTACK2,
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SCHED_SPECIAL_ATTACK1,
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SCHED_SPECIAL_ATTACK2,
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SCHED_STANDOFF,
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SCHED_ARM_WEAPON,
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SCHED_RELOAD,
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SCHED_GUARD,
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SCHED_AMBUSH,
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SCHED_DIE,
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SCHED_WAIT_TRIGGER,
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SCHED_FOLLOW,
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SCHED_SLEEP,
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SCHED_WAKE,
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SCHED_BARNACLE_VICTIM_GRAB,
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SCHED_BARNACLE_VICTIM_CHOMP,
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SCHED_AISCRIPT,
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SCHED_FAIL,
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LAST_COMMON_SCHEDULE // Leave this at the bottom
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} SCHEDULE_TYPE;
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// These are the shared tasks
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typedef enum
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{
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TASK_INVALID = 0,
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TASK_WAIT,
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TASK_WAIT_FACE_ENEMY,
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TASK_WAIT_PVS,
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TASK_SUGGEST_STATE,
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TASK_WALK_TO_TARGET,
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TASK_RUN_TO_TARGET,
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TASK_MOVE_TO_TARGET_RANGE,
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TASK_GET_PATH_TO_ENEMY,
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TASK_GET_PATH_TO_ENEMY_LKP,
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TASK_GET_PATH_TO_ENEMY_CORPSE,
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TASK_GET_PATH_TO_LEADER,
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TASK_GET_PATH_TO_SPOT,
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TASK_GET_PATH_TO_TARGET,
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TASK_GET_PATH_TO_HINTNODE,
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TASK_GET_PATH_TO_LASTPOSITION,
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TASK_GET_PATH_TO_BESTSOUND,
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TASK_GET_PATH_TO_BESTSCENT,
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TASK_RUN_PATH,
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TASK_WALK_PATH,
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TASK_STRAFE_PATH,
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TASK_CLEAR_MOVE_WAIT,
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TASK_STORE_LASTPOSITION,
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TASK_CLEAR_LASTPOSITION,
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TASK_PLAY_ACTIVE_IDLE,
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TASK_FIND_HINTNODE,
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TASK_CLEAR_HINTNODE,
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TASK_SMALL_FLINCH,
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TASK_FACE_IDEAL,
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TASK_FACE_ROUTE,
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TASK_FACE_ENEMY,
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TASK_FACE_HINTNODE,
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TASK_FACE_TARGET,
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TASK_FACE_LASTPOSITION,
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TASK_RANGE_ATTACK1,
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TASK_RANGE_ATTACK2,
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TASK_MELEE_ATTACK1,
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TASK_MELEE_ATTACK2,
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TASK_RELOAD,
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TASK_RANGE_ATTACK1_NOTURN,
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TASK_RANGE_ATTACK2_NOTURN,
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TASK_MELEE_ATTACK1_NOTURN,
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TASK_MELEE_ATTACK2_NOTURN,
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TASK_RELOAD_NOTURN,
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TASK_SPECIAL_ATTACK1,
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TASK_SPECIAL_ATTACK2,
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TASK_CROUCH,
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TASK_STAND,
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TASK_GUARD,
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TASK_STEP_LEFT,
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TASK_STEP_RIGHT,
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TASK_STEP_FORWARD,
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TASK_STEP_BACK,
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TASK_DODGE_LEFT,
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TASK_DODGE_RIGHT,
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TASK_SOUND_ANGRY,
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TASK_SOUND_DEATH,
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TASK_SET_ACTIVITY,
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TASK_SET_SCHEDULE,
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TASK_SET_FAIL_SCHEDULE,
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TASK_CLEAR_FAIL_SCHEDULE,
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TASK_PLAY_SEQUENCE,
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TASK_PLAY_SEQUENCE_FACE_ENEMY,
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TASK_PLAY_SEQUENCE_FACE_TARGET,
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TASK_SOUND_IDLE,
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TASK_SOUND_WAKE,
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TASK_SOUND_PAIN,
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TASK_SOUND_DIE,
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TASK_FIND_COVER_FROM_BEST_SOUND, // tries lateral cover first, then node cover
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TASK_FIND_COVER_FROM_ENEMY, // tries lateral cover first, then node cover
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TASK_FIND_LATERAL_COVER_FROM_ENEMY,
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TASK_FIND_NODE_COVER_FROM_ENEMY,
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TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY, // data for this one is the MAXIMUM acceptable distance to the cover.
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TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, // data for this one is there MINIMUM aceptable distance to the cover.
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TASK_FIND_COVER_FROM_ORIGIN,
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TASK_EAT,
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TASK_DIE,
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TASK_WAIT_FOR_SCRIPT,
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TASK_PLAY_SCRIPT,
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TASK_ENABLE_SCRIPT,
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TASK_PLANT_ON_SCRIPT,
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TASK_FACE_SCRIPT,
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TASK_WAIT_RANDOM,
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TASK_WAIT_INDEFINITE,
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TASK_STOP_MOVING,
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TASK_TURN_LEFT,
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TASK_TURN_RIGHT,
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TASK_REMEMBER,
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TASK_FORGET,
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TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
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LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM (sjb)
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} SHARED_TASKS;
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// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
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enum
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{
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TARGET_MOVE_NORMAL = 0,
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TARGET_MOVE_SCRIPTED = 1,
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};
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// A goal should be used for a task that requires several schedules to complete.
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// The goal index should indicate which schedule (ordinally) the monster is running.
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// That way, when tasks fail, the AI can make decisions based on the context of the
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// current goal and sequence rather than just the current schedule.
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enum
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{
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GOAL_ATTACK_ENEMY,
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GOAL_MOVE,
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GOAL_TAKE_COVER,
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GOAL_MOVE_TARGET,
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GOAL_EAT,
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};
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// an array of tasks is a task list
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// an array of schedules is a schedule list
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struct Task_t
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{
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int iTask;
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float flData;
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};
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struct Schedule_t
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{
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Task_t *pTasklist;
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int cTasks;
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int iInterruptMask;// a bit mask of conditions that can interrupt this schedule
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// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
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// event that the schedule is broken by COND_HEAR_SOUND
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int iSoundMask;
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const char *pName;
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};
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// an array of waypoints makes up the monster's route.
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// LATER - this declaration doesn't belong in this file.
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struct WayPoint_t
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{
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Vector vecLocation;
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int iType;
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};
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#endif // SCHEDULE_H
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