153 lines
3.5 KiB
C++
153 lines
3.5 KiB
C++
//========== Copyright © 2008, Valve Corporation, All rights reserved. ========
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef AI_BEHAVIOR_FIGHTFROMCOVER_H
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#define AI_BEHAVIOR_FIGHTFROMCOVER_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "ai_goalentity.h"
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#include "ai_behavior.h"
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CAI_FightFromCoverGoal : public CAI_GoalEntity
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{
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DECLARE_CLASS( CAI_FightFromCoverGoal, CAI_GoalEntity );
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public:
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CAI_FightFromCoverGoal();
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const Vector &GetFrontPosition();
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const Vector &GetFrontDirection();
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const QAngle &GetFrontAngles();
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virtual void OnActivate();
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virtual void OnDeactivate();
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virtual void EnableGoal( CAI_BaseNPC *pAI );
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virtual void DisableGoal( CAI_BaseNPC *pAI );
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void FrontThink();
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virtual void ResolveNames();
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void InputSetDirectionalMarker( inputdata_t &inputdata );
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void BeginMovingFront();
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void EndMovingFront();
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int DrawDebugTextOverlays();
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string_t m_DirectionalMarker;
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string_t m_GenericHintType;
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EHANDLE m_hDirectionalMarker;
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float m_WidthZone;
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float m_LengthZone;
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float m_HeightZone;
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float m_BiasZone;
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Vector m_vFront;
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Vector m_vDir;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CAI_FightFromCoverBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_FightFromCoverBehavior, CAI_SimpleBehavior );
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DECLARE_DATADESC();
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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public:
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CAI_FightFromCoverBehavior();
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void SetGoal( CAI_FightFromCoverGoal *pGoal );
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void ClearGoal();
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private:
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struct Animation_t
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{
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Animation_t() { Reset(); }
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void Reset() { bActivity = true; id = ACT_INVALID; }
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bool bActivity;
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int id;
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};
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void OnRestore() { UpdateAnimationsFromHint(); }
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void GatherConditions();
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bool CanSelectSchedule();
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int SelectSchedule();
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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bool StartAnimationTask( const Animation_t &animation, bool bReset = false, Activity defaultActivity = ACT_IDLE );
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bool FValidateHintType ( CAI_Hint *pHint );
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static bool HintSearchFilter( void *pContext, CAI_Hint *pCandidate );
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bool IsPointInZone( const Vector &v );
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void OnUpdateShotRegulator();
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void UpdateAnimationsFromHint();
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bool GetAnimation( CScriptScope &scope, const char *pszKey, Animation_t *pAnimation );
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enum
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{
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// Schedules
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SCHED_FFC_RUN_TO_HINT = BaseClass::NEXT_SCHEDULE,
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SCHED_FFC_HOLD_COVER,
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SCHED_FFC_PEEK,
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SCHED_FFC_HOLD_PEEK,
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SCHED_FFC_RELOAD,
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SCHED_FFC_ATTACK,
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NEXT_SCHEDULE,
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// Tasks
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TASK_FFC_GET_PATH_TO_HINT = BaseClass::NEXT_TASK,
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TASK_FFC_COVER,
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TASK_FFC_PEEK,
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TASK_FFC_ATTACK,
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NEXT_TASK = BaseClass::NEXT_TASK,
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// Conditions
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COND_FFC_HINT_CHANGE = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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};
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virtual const char *GetName() { return "FightFromCover"; }
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CHandle<CAI_FightFromCoverGoal> m_hGoal;
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CAI_MoveMonitor m_FrontMoveMonitor;
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CSimpleSimTimer m_FrontTimer;
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Animation_t m_EntryAnim;
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Animation_t m_MoveAnim;
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Animation_t m_CoverAnim;
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Animation_t m_ReloadAnim;
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Animation_t m_PeekAnim;
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Animation_t m_ShootAnim;
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Animation_t m_ExitAnim;
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};
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#endif // AI_BEHAVIOR_FIGHTFROMCOVER_H
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