642 lines
21 KiB
C++
642 lines
21 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base NPC character with AI
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//
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//=============================================================================//
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#ifndef AI_AGENT_H
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#define AI_AGENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_debug.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_condition.h"
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#include "ai_task.h"
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#include "ai_namespaces.h"
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#include "bitstring.h"
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class CAI_Agent;
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#ifndef DBGFLAG_STRINGS_STRIP
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void DevMsg( CAI_Agent *pAI, unsigned flags, PRINTF_FORMAT_STRING const char *pszFormat, ... ) FMTFUNCTION( 3, 4 );
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void DevMsg( CAI_Agent *pAI, PRINTF_FORMAT_STRING const char *pszFormat, ... ) FMTFUNCTION( 2, 3 );
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#endif
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typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
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//=============================================================================
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//
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// Constants & enumerations
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//
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//=============================================================================
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//
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// Debug bits
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//
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//-------------------------------------
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#ifdef AI_MONITOR_FOR_OSCILLATION
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struct AIScheduleChoice_t
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{
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float m_flTimeSelected;
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CAI_Schedule *m_pScheduleSelected;
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};
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#endif//AI_MONITOR_FOR_OSCILLATION
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//=============================================================================
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//
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// Types used by CAI_Agent
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//
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//=============================================================================
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struct AIAgentScheduleState_t
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{
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int iCurTask;
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TaskStatus_e fTaskStatus;
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float timeStarted;
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float timeCurTaskStarted;
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AI_TaskFailureCode_t taskFailureCode;
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int iTaskInterrupt;
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bool bScheduleWasInterrupted;
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DECLARE_SIMPLE_DATADESC();
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};
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//=============================================================================
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//
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// class CAI_Agent
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//
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//=============================================================================
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class CAI_Agent
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{
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public:
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//-----------------------------------------------------
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//
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// Initialization, cleanup, serialization, identity
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//
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CAI_Agent();
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~CAI_Agent();
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//---------------------------------
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DECLARE_SIMPLE_DATADESC();
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions );
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void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
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//---------------------------------
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virtual void Init( void ); // derived calls after Spawn()
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// Flaccid implementations to satisfy boilerplate debug code
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virtual const char *GetDebugName() { return "CAI_Agent"; }
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virtual int entindex() { return -1; }
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public:
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//-----------------------------------------------------
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//
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// AI processing - thinking, schedule selection and task running
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//
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//-----------------------------------------------------
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// Thinking, including core thinking, movement, animation
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virtual void Think( void );
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// Core thinking (schedules & tasks)
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virtual void RunAI( void );// core ai function!
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// Called to gather up all relevant conditons
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virtual void GatherConditions( void );
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// Called immediately prior to schedule processing
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virtual void PrescheduleThink( void );
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// Called immediately after schedule processing
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virtual void PostscheduleThink( void ) { return; };
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// Notification that the current schedule, if any, is ending and a new one is being selected
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virtual void OnScheduleChange( void );
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// Notification that a new schedule is about to run its first task
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virtual void OnStartSchedule( int scheduleType ) {};
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// This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule)
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// based on the current conditions and state.
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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// After the schedule has been selected, it will be processed by this function so child NPC classes can
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// remap base schedules into child-specific behaviors
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virtual int TranslateSchedule( int scheduleType ) { return scheduleType; }
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual void ClearTransientConditions();
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void ForceGatherConditions() { m_bForceConditionsGather = true; } // Force an NPC out of PVS to call GatherConditions on next think
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enum
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{
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SCHED_NONE = 0,
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SCHED_FAIL,
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NEXT_SCHEDULE,
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TASK_INVALID = 0,
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TASK_SET_SCHEDULE,
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NEXT_TASK,
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COND_NONE = 0, // A way for a function to return no condition to get
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COND_TASK_FAILED,
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COND_SCHEDULE_DONE,
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COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
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NEXT_CONDITION,
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};
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protected:
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// Used by derived classes to chain a task to a task that might not be the
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// one they are currently handling:
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void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); }
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void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); }
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private:
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bool PreThink( void );
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void MaintainSchedule( void );
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virtual int StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
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virtual int RunTask ( Task_t *pTask ) { DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
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public:
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//-----------------------------------------------------
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//
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// Schedules & tasks
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//
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//-----------------------------------------------------
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void SetSchedule( CAI_Schedule *pNewSchedule );
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bool SetSchedule( int localScheduleID );
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void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; }
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void ClearSchedule( const char *szReason );
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CAI_Schedule * GetCurSchedule() { return m_pSchedule; }
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bool IsCurSchedule( int schedId, bool fIdeal = true );
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virtual CAI_Schedule *GetSchedule(int localScheduleID);
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virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); }
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virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
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float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; }
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//---------------------------------
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const Task_t* GetTask( void );
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int TaskIsRunning( void );
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virtual void TaskFail( AI_TaskFailureCode_t );
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void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
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void TaskComplete( bool fIgnoreSetFailedCondition = false );
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void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; }
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void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; }
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int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; }
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void TaskMovementComplete( void );
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inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
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virtual const char *TaskName(int taskID);
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float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; }
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virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
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virtual const char *GetSchedulingErrorName() { return "CAI_Agent"; }
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protected:
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static bool LoadSchedules(void);
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virtual bool LoadedSchedules(void);
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virtual void BuildScheduleTestBits( void );
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//---------------------------------
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// This is the main call to select/translate a schedule
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virtual CAI_Schedule *GetNewSchedule( void );
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virtual CAI_Schedule *GetFailSchedule( void );
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private:
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// This function maps the type through TranslateSchedule() and then retrieves the pointer
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// to the actual CAI_Schedule from the database of schedules available to this class.
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CAI_Schedule * GetScheduleOfType( int scheduleType );
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bool FHaveSchedule( void );
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bool FScheduleDone ( void );
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CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
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int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; }
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inline int IncScheduleCurTaskIndex();
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inline void ResetScheduleCurTaskIndex();
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void NextScheduledTask ( void );
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bool IsScheduleValid ( void );
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// Selecting the ideal state
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// Various schedule selections based on NPC_STATE
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void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); }
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void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; }
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TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; }
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void DiscardScheduleState();
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//---------------------------------
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CAI_Schedule * m_pSchedule;
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int m_IdealSchedule;
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AIAgentScheduleState_t m_ScheduleState;
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int m_failSchedule; // Schedule type to choose if current schedule fails
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public:
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//-----------------------------------------------------
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//
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// Conditions
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//
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//-----------------------------------------------------
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virtual const char* ConditionName(int conditionID);
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virtual void RemoveIgnoredConditions ( void );
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void SetCondition( int iCondition /*, bool state = true*/ );
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bool HasCondition( int iCondition );
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bool HasCondition( int iCondition, bool bUseIgnoreConditions );
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bool HasInterruptCondition( int iCondition );
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bool HasConditionsToInterruptSchedule( int nLocalScheduleID );
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void ClearCondition( int iCondition );
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void ClearConditions( int *pConditions, int nConditions );
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void SetIgnoreConditions( int *pConditions, int nConditions );
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void ClearIgnoreConditions( int *pConditions, int nConditions );
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bool ConditionInterruptsCurSchedule( int iCondition );
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bool ConditionInterruptsSchedule( int schedule, int iCondition );
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void SetCustomInterruptCondition( int nCondition );
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bool IsCustomInterruptConditionSet( int nCondition );
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void ClearCustomInterruptCondition( int nCondition );
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void ClearCustomInterruptConditions( void );
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bool ConditionsGathered() const { return m_bConditionsGathered; }
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const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; }
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CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; }
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private:
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CAI_ScheduleBits m_Conditions;
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CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then
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//modified by leaf classes to suit their needs
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CAI_ScheduleBits m_ConditionsPreIgnore;
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CAI_ScheduleBits m_InverseIgnoreConditions;
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bool m_bForceConditionsGather;
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bool m_bConditionsGathered;
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public:
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//-----------------------------------------------------
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//
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// Core mapped data structures
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//
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// String Registries for default AI Shared by all CBaseNPCs
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// These are used only during initialization and in debug
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//-----------------------------------------------------
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static void InitSchedulingTables();
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static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return &gm_SchedulingSymbols; }
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static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; }
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virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; }
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static int GetScheduleID (const char* schedName);
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static int GetConditionID (const char* condName);
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static int GetTaskID (const char* taskName);
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private:
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friend class CAI_SystemHook;
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friend class CAI_SchedulesManager;
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static bool LoadDefaultSchedules(void);
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static void InitDefaultScheduleSR(void);
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static void InitDefaultTaskSR(void);
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static void InitDefaultConditionSR(void);
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static CAI_GlobalScheduleNamespace gm_SchedulingSymbols;
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static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace;
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public:
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//----------------------------------------------------
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// Debugging tools
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//
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// -----------------------------
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// Debuging Fields and Methods
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// -----------------------------
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int m_AgentDebugOverlays;
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Vector m_vecAgentDebugOverlaysPos;
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const char* m_failText; // Text of why it failed
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const char* m_interruptText; // Text of why schedule interrupted
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CAI_Schedule* m_failedSchedule; // The schedule that failed last
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CAI_Schedule* m_interuptSchedule; // The schedule that was interrupted last
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int m_nDebugCurIndex; // Index used for stepping through AI
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void DumpTaskTimings();
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virtual int DrawDebugTextOverlays( int text_offset );
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void EntityText( int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255 );
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int GetDebugOverlayFlags() {return m_AgentDebugOverlays;}
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string_t GetEntityName() { return NULL_STRING; }
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline int CAI_Agent::IncScheduleCurTaskIndex()
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{
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m_ScheduleState.iTaskInterrupt = 0;
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return ++m_ScheduleState.iCurTask;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline void CAI_Agent::ResetScheduleCurTaskIndex()
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{
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m_ScheduleState.iCurTask = 0;
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m_ScheduleState.iTaskInterrupt = 0;
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}
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// ============================================================================
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// Macros for introducing new schedules in sub-classes
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//
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// Strings registries and schedules use unique ID's for each item, but
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// sub-class enumerations are non-unique, so we translate between the
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// enumerations and unique ID's
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// ============================================================================
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#define AI_BEGIN_AGENT_( derivedClass, baseClass ) \
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IMPLEMENT_AGENT(derivedClass, baseClass ) \
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void derivedClass::InitCustomSchedules( void ) \
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{ \
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typedef derivedClass CNpc; \
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typedef baseClass CAgentBase; \
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const char *pszClassName = #derivedClass; \
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\
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CUtlVector<char *> schedulesToLoad; \
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CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
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CAI_AgentNamespaceInfos scheduleIds; \
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CAI_AgentNamespaceInfos taskIds; \
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CAI_AgentNamespaceInfos conditionIds;
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#define AI_BEGIN_AGENT( derivedClass ) \
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AI_BEGIN_AGENT_( derivedClass, BaseClass )
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//-----------------
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#define DEFINE_SCHEDULE( id, text ) \
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scheduleIds.PushBack( #id, id ); \
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char * g_psz##id = \
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"\n Schedule" \
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"\n " #id \
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text \
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"\n"; \
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schedulesToLoad.AddToTail( (char *)g_psz##id );
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//-----------------
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#define DECLARE_CONDITION( id ) \
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conditionIds.PushBack( #id, id );
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//-----------------
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#define DECLARE_TASK( id ) \
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taskIds.PushBack( #id, id );
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//-----------------
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// IDs are stored and then added in order due to constraints in the namespace implementation
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#define AI_END_AGENT() \
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\
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int i; \
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\
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CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, CAgentBase::GetSchedulingSymbols(), &CAgentBase::AccessClassScheduleIdSpaceDirect() ); \
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\
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scheduleIds.Sort(); \
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taskIds.Sort(); \
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conditionIds.Sort(); \
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\
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for ( i = 0; i < scheduleIds.Count(); i++ ) \
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{ \
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ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \
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} \
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\
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for ( i = 0; i < taskIds.Count(); i++ ) \
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{ \
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ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \
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} \
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\
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for ( i = 0; i < conditionIds.Count(); i++ ) \
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{ \
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if ( AIAgentValidateConditionLimits( conditionIds[i].pszName ) ) \
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{ \
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ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \
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} \
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} \
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\
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for ( i = 0; i < reqiredOthers.Count(); i++ ) \
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{ \
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(*reqiredOthers[i])(); \
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} \
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\
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for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
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{ \
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if ( CNpc::gm_SchedLoadStatus.fValid ) \
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{ \
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CNpc::gm_SchedLoadStatus.fValid = g_AI_AgentSchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect(), GetSchedulingSymbols() ); \
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} \
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else \
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break; \
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} \
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}
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inline bool AIAgentValidateConditionLimits( const char *pszNewCondition )
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{
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int nGlobalConditions = CAI_Agent::GetSchedulingSymbols()->NumConditions();
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if ( nGlobalConditions >= MAX_CONDITIONS )
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{
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AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
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DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
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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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struct AI_AgentNamespaceAddInfo_t
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{
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AI_AgentNamespaceAddInfo_t( const char *pszName, int localId )
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: pszName( pszName ),
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localId( localId )
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{
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}
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const char *pszName;
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int localId;
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};
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class CAI_AgentNamespaceInfos : public CUtlVector<AI_AgentNamespaceAddInfo_t>
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{
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public:
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void PushBack( const char *pszName, int localId )
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{
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AddToTail( AI_AgentNamespaceAddInfo_t( pszName, localId ) );
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}
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void Sort()
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{
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CUtlVector<AI_AgentNamespaceAddInfo_t>::Sort( Compare );
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}
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private:
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static int __cdecl Compare(const AI_AgentNamespaceAddInfo_t *pLeft, const AI_AgentNamespaceAddInfo_t *pRight )
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{
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return pLeft->localId - pRight->localId;
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}
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};
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//-------------------------------------
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// Declares the static variables that hold the string registry offset for the new subclass
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// as well as the initialization in schedule load functions
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struct AI_AgentSchedLoadStatus_t
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{
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bool fValid;
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int signature;
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};
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// Load schedules pulled out to support stepping through with debugger
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inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(),
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AI_AgentSchedLoadStatus_t *pLoadStatus )
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{
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(*pfnBaseLoad)();
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if (pLoadStatus->signature != g_AI_AgentSchedulesManager.GetScheduleLoadSignature())
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{
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(*pfnInitCustomSchedules)();
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pLoadStatus->fValid = true;
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pLoadStatus->signature = g_AI_AgentSchedulesManager.GetScheduleLoadSignature();
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}
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return pLoadStatus->fValid;
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}
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//-------------------------------------
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typedef bool (*AIScheduleLoadFunc_t)();
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// @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship
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// in DEFINE_AGENT. The particulars of this implementation is almost entirely
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// defined by bugs in MSVC 6.0
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class AgentScheduleLoadHelperImpl
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{
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public:
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template <typename T>
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static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *)
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{
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return (&T::LoadSchedules);
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}
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};
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//-------------------------------------
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|
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#define DEFINE_AGENT()\
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static AI_AgentSchedLoadStatus_t gm_SchedLoadStatus; \
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static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; \
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static const char * gm_pszErrorClassName;\
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\
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static CAI_ClassScheduleIdSpace & AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } \
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virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } \
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virtual const char * GetSchedulingErrorName() { return gm_pszErrorClassName; } \
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\
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static void InitCustomSchedules(void);\
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\
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static bool LoadSchedules(void);\
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virtual bool LoadedSchedules(void); \
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\
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|
friend class AgentScheduleLoadHelperImpl; \
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\
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|
class CScheduleLoader \
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|
{ \
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|
public: \
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|
CScheduleLoader(); \
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|
} m_ScheduleLoader; \
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|
\
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|
friend class CScheduleLoader;
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|
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|
//-------------------------------------
|
|
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|
#define IMPLEMENT_AGENT(derivedClass, baseClass)\
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|
AI_AgentSchedLoadStatus_t derivedClass::gm_SchedLoadStatus = { true, -1 }; \
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|
CAI_ClassScheduleIdSpace derivedClass::gm_ClassScheduleIdSpace; \
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|
const char * derivedClass::gm_pszErrorClassName = #derivedClass; \
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|
\
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|
derivedClass::CScheduleLoader::CScheduleLoader()\
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|
{ \
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|
derivedClass::LoadSchedules(); \
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|
} \
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|
\
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|
/* --------------------------------------------- */ \
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|
/* Load schedules for this type of NPC */ \
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|
/* --------------------------------------------- */ \
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|
bool derivedClass::LoadSchedules(void)\
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|
{\
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|
return AI_DoLoadSchedules( derivedClass::baseClass::LoadSchedules, \
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|
derivedClass::InitCustomSchedules, \
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|
&derivedClass::gm_SchedLoadStatus ); \
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|
}\
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|
\
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|
bool derivedClass::LoadedSchedules(void) \
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|
{ \
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|
return derivedClass::gm_SchedLoadStatus.fValid;\
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|
}
|
|
|
|
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|
//-------------------------------------
|
|
|
|
#define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\
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|
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return;
|
|
|
|
#define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN)
|
|
|
|
#define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\
|
|
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return;
|
|
|
|
#define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN)
|
|
|
|
#define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\
|
|
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return;
|
|
|
|
#define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN)
|
|
|
|
|
|
|
|
#endif // AI_AGENT_H
|