mirror of
https://github.com/alliedmodders/hl2sdk.git
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192 lines
5.5 KiB
C++
192 lines
5.5 KiB
C++
//========= Copyright © 1996-2005, 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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#include "cbase.h"
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#include "beam_shared.h"
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#include "ai_motor.h"
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#include "asw_ai_behavior_idle.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "asw_alien.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC( CAI_ASW_IdleBehavior )
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END_DATADESC();
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LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_IdleBehavior );
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//------------------------------------------------------------------------------
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// Purpose: constructor
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//------------------------------------------------------------------------------
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CAI_ASW_IdleBehavior::CAI_ASW_IdleBehavior( )
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{
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}
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//------------------------------------------------------------------------------
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// Purpose: function to set up parameters
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// Input : szKeyName - the name of the key
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// szValue - the value to be set
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// Output : returns true of we handled this key
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//------------------------------------------------------------------------------
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bool CAI_ASW_IdleBehavior::KeyValue( const char *szKeyName, const char *szValue )
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//------------------------------------------------------------------------------
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// Purpose: precaches any additional assets this behavior needs
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::Precache( void )
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{
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::Init( )
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{
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#if 0
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CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
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if ( !pNPC )
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{
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return;
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}
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#endif
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}
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//------------------------------------------------------------------------------
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// Purpose: determines if we can use this behavior currently
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// Output : returns true if this behavior is able to run
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//------------------------------------------------------------------------------
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bool CAI_ASW_IdleBehavior::CanSelectSchedule()
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{
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if ( !GetOuter()->IsInterruptable() )
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{
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return false;
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}
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return BaseClass::CanSelectSchedule();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is active. this is
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// generally a larger set of conditions to interrupt any tasks.
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::GatherConditions( )
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{
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BaseClass::GatherConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is not active. this is
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// mainly to have a smaller set of conditions to wake up the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::GatherConditionsNotActive( )
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{
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BaseClass::GatherConditionsNotActive();
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}
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//------------------------------------------------------------------------------
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// Purpose: general purpose routine to collect conditions used both during active
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// and non-active states of the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::GatherCommonConditions( )
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{
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BaseClass::GatherCommonConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to start when a task initially starts
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::StartTask( const Task_t *pTask )
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{
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#if 0
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switch( pTask->iTask )
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{
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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#endif
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BaseClass::StartTask( pTask );
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called every frame when a task is running
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::RunTask( const Task_t *pTask )
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{
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#if 0
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switch( pTask->iTask )
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{
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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#endif
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BaseClass::RunTask( pTask );
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to select what schedule we want to run
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// Output : returns the schedule id of the schedule we want to run
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//------------------------------------------------------------------------------
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int CAI_ASW_IdleBehavior::SelectSchedule()
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{
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return SCHED_IDLE_SIT_AROUND;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAI_ASW_IdleBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
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{
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#if 0
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switch( eEvent )
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{
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}
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#endif
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}
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_IdleBehavior )
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DEFINE_SCHEDULE
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(
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SCHED_IDLE_SIT_AROUND,
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
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" TASK_WAIT 0.1"
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""
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" Interrupts"
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);
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AI_END_CUSTOM_SCHEDULE_PROVIDER()
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#include "tier0/memdbgoff.h"
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