//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A schedule // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "bitstring.h" #ifndef AI_SCHEDULE_H #define AI_SCHEDULE_H #pragma once class CStringRegistry; class CAI_ClassScheduleIdSpace; class CAI_BaseNPC; struct Task_t; #ifndef MAX_CONDITIONS #define MAX_CONDITIONS 32*8 #endif typedef CBitVec CAI_ScheduleBits; //================================================== // goalType_t //================================================== enum goalType_t { GOAL_NONE = -1, GOAL_ENEMY, //Our current enemy's position GOAL_TARGET, //Our current target's position GOAL_ENEMY_LKP, //Our current enemy's last known position GOAL_SAVED_POSITION, //Our saved position }; //================================================== // pathType_t //================================================== enum pathType_t { PATH_NONE = -1, PATH_TRAVEL, //Path that will take us to the goal PATH_LOS, //Path that gives us line of sight to our goal //PATH_FLANK, //Path that will take us to a flanking position of our goal //PATH_FLANK_LOS, //Path that will take us to within line of sight to the flanking position of our goal PATH_COVER, //Path that will give us cover from our goal //PATH_COVER_LOS, //Path that will give us line of sight to cover from our goal }; //============================================================================= // >> CAI_Schedule //============================================================================= class CAI_Schedule; class CAI_SchedulesManager { public: CAI_SchedulesManager() { allSchedules = NULL; m_CurLoadSig = 0; // Note when schedules reset } int GetScheduleLoadSignature() { return m_CurLoadSig; } CAI_Schedule* GetScheduleFromID( int schedID ); // Function to return schedule from linked list CAI_Schedule* GetScheduleByName( const char *name ); bool LoadAllSchedules(void); bool LoadSchedules( const char* prefix, CAI_ClassScheduleIdSpace *pIdSpace ); bool LoadSchedulesFromBuffer( const char *prefix, const char *pfile, CAI_ClassScheduleIdSpace *pIdSpace ); private: friend class CAI_SystemHook; int m_CurLoadSig; // Note when schedules reset CAI_Schedule* allSchedules; // A linked list of all schedules CAI_Schedule * CreateSchedule(char *name, int schedule_id); void CreateStringRegistries( void ); void DestroyStringRegistries( void ); void DeleteAllSchedules(void); //static bool LoadSchedules( char* prefix, int taskIDOffset, int taskENOffset, // int schedIDOffset, int schedENOffset, // int condIDOffset, int condENOffset); // parsing helpers int GetStateID(const char *state_name); int GetMemoryID(const char *memory_name); int GetPathID( const char *token ); int GetGoalID( const char *token ); }; extern CAI_SchedulesManager g_AI_SchedulesManager; class CAI_Schedule { // --------- // Static // --------- // --------- public: int GetId() const { return m_iScheduleID; } const Task_t *GetTaskList() const { return m_pTaskList; } int NumTasks() const { return m_iNumTasks; } void GetInterruptMask( CAI_ScheduleBits *pBits ) const { m_InterruptMask.CopyTo( pBits ); } bool HasInterrupt( int condition ) const { return m_InterruptMask.IsBitSet( condition ); } const char *GetName() const { return m_pName; } private: friend class CAI_SchedulesManager; int m_iScheduleID; // The id number of this schedule Task_t *m_pTaskList; int m_iNumTasks; CAI_ScheduleBits m_InterruptMask; // a bit mask of conditions that can interrupt this schedule char *m_pName; CAI_Schedule *nextSchedule; // The next schedule in the list of schedules CAI_Schedule(char *name,int schedule_id, CAI_Schedule *pNext); ~CAI_Schedule( void ); }; //----------------------------------------------------------------------------- // // In-memory schedules // #define AI_DEFINE_SCHEDULE( name, text ) \ const char * g_psz##name = \ "\n Schedule" \ "\n " #name \ text \ "\n" #define AI_LOAD_SCHEDULE( classname, name ) \ do \ { \ extern const char * g_psz##name; \ if ( classname::gm_SchedLoadStatus.fValid ) \ { \ classname::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( #classname,(char *)g_psz##name,&classname::gm_ClassScheduleIdSpace ); \ } \ } while (false) // For loading default schedules in memory (see ai_default.cpp) #define AI_LOAD_DEF_SCHEDULE( classname, name ) \ do \ { \ extern const char * g_psz##name; \ if (!g_AI_SchedulesManager.LoadSchedulesFromBuffer( #classname,(char *)g_psz##name,&classname::gm_ClassScheduleIdSpace )) \ return false; \ } while (false) //----------------------------------------------------------------------------- #endif // AI_SCHEDULE_H