diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_condition.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_condition.cpp')
| -rw-r--r-- | mp/src/game/server/ai_condition.cpp | 210 |
1 files changed, 105 insertions, 105 deletions
diff --git a/mp/src/game/server/ai_condition.cpp b/mp/src/game/server/ai_condition.cpp index 9fe31092..eec0066e 100644 --- a/mp/src/game/server/ai_condition.cpp +++ b/mp/src/game/server/ai_condition.cpp @@ -1,105 +1,105 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "stringregistry.h"
-#include "ai_basenpc.h"
-#include "ai_condition.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Given and condition name, return the condition ID
-//-----------------------------------------------------------------------------
-int CAI_BaseNPC::GetConditionID(const char* condName)
-{
- return GetSchedulingSymbols()->ConditionSymbolToId(condName);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Register the default conditions
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-
-#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" )
-
-void CAI_BaseNPC::InitDefaultConditionSR(void)
-{
- CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
-
- ADD_CONDITION_TO_SR( COND_NONE );
- ADD_CONDITION_TO_SR( COND_IN_PVS );
- ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT );
- ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO );
- ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO );
- ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO );
- ADD_CONDITION_TO_SR( COND_NO_WEAPON );
- ADD_CONDITION_TO_SR( COND_SEE_HATE );
- ADD_CONDITION_TO_SR( COND_SEE_FEAR );
- ADD_CONDITION_TO_SR( COND_SEE_DISLIKE );
- ADD_CONDITION_TO_SR( COND_SEE_ENEMY );
- ADD_CONDITION_TO_SR( COND_LOST_ENEMY );
- ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL );
- ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS );
- ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS );
- ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED );
- ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED );
- ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR );
- ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE );
- ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE );
- ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE );
- ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE );
- ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 );
- ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 );
- ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 );
- ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 );
- ADD_CONDITION_TO_SR( COND_PROVOKED );
- ADD_CONDITION_TO_SR( COND_NEW_ENEMY );
- ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME );
- ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY );
- ADD_CONDITION_TO_SR( COND_ENEMY_DEAD );
- ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE );
- ADD_CONDITION_TO_SR( COND_SEE_PLAYER );
- ADD_CONDITION_TO_SR( COND_LOST_PLAYER );
- ADD_CONDITION_TO_SR( COND_SEE_NEMESIS );
- ADD_CONDITION_TO_SR( COND_TASK_FAILED );
- ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE );
- ADD_CONDITION_TO_SR( COND_SMELL );
- ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK );
- ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK );
- ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK );
- ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS );
- ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target
- ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction
- ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position
- ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED );
- ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE );
- ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE );
- ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND );
- ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES );
- ADD_CONDITION_TO_SR( COND_GIVE_WAY );
- ADD_CONDITION_TO_SR( COND_WAY_CLEAR );
- ADD_CONDITION_TO_SR( COND_HEAR_DANGER );
- ADD_CONDITION_TO_SR( COND_HEAR_THUMPER );
- ADD_CONDITION_TO_SR( COND_HEAR_COMBAT );
- ADD_CONDITION_TO_SR( COND_HEAR_WORLD );
- ADD_CONDITION_TO_SR( COND_HEAR_PLAYER );
- ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT );
- ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT );
- ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER );
- ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY );
- ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER );
- ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING );
- ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS );
- ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD );
- ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD );
- ADD_CONDITION_TO_SR( COND_NPC_FREEZE );
- ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE );
- ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION );
- ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "stringregistry.h" +#include "ai_basenpc.h" +#include "ai_condition.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: Given and condition name, return the condition ID +//----------------------------------------------------------------------------- +int CAI_BaseNPC::GetConditionID(const char* condName) +{ + return GetSchedulingSymbols()->ConditionSymbolToId(condName); +} + +//----------------------------------------------------------------------------- +// Purpose: Register the default conditions +// Input : +// Output : +//----------------------------------------------------------------------------- + +#define ADD_CONDITION_TO_SR( _n ) idSpace.AddCondition( #_n, _n, "CAI_BaseNPC" ) + +void CAI_BaseNPC::InitDefaultConditionSR(void) +{ + CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect(); + + ADD_CONDITION_TO_SR( COND_NONE ); + ADD_CONDITION_TO_SR( COND_IN_PVS ); + ADD_CONDITION_TO_SR( COND_IDLE_INTERRUPT ); + ADD_CONDITION_TO_SR( COND_LOW_PRIMARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_PRIMARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_SECONDARY_AMMO ); + ADD_CONDITION_TO_SR( COND_NO_WEAPON ); + ADD_CONDITION_TO_SR( COND_SEE_HATE ); + ADD_CONDITION_TO_SR( COND_SEE_FEAR ); + ADD_CONDITION_TO_SR( COND_SEE_DISLIKE ); + ADD_CONDITION_TO_SR( COND_SEE_ENEMY ); + ADD_CONDITION_TO_SR( COND_LOST_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_WENT_NULL ); + ADD_CONDITION_TO_SR( COND_HAVE_ENEMY_LOS ); + ADD_CONDITION_TO_SR( COND_HAVE_TARGET_LOS ); + ADD_CONDITION_TO_SR( COND_ENEMY_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_TARGET_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_ENEMY_TOO_FAR ); + ADD_CONDITION_TO_SR( COND_LIGHT_DAMAGE ); + ADD_CONDITION_TO_SR( COND_HEAVY_DAMAGE ); + ADD_CONDITION_TO_SR( COND_PHYSICS_DAMAGE ); + ADD_CONDITION_TO_SR( COND_REPEATED_DAMAGE ); + ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK1 ); + ADD_CONDITION_TO_SR( COND_CAN_RANGE_ATTACK2 ); + ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK1 ); + ADD_CONDITION_TO_SR( COND_CAN_MELEE_ATTACK2 ); + ADD_CONDITION_TO_SR( COND_PROVOKED ); + ADD_CONDITION_TO_SR( COND_NEW_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_FACING_ME ); + ADD_CONDITION_TO_SR( COND_BEHIND_ENEMY ); + ADD_CONDITION_TO_SR( COND_ENEMY_DEAD ); + ADD_CONDITION_TO_SR( COND_ENEMY_UNREACHABLE ); + ADD_CONDITION_TO_SR( COND_SEE_PLAYER ); + ADD_CONDITION_TO_SR( COND_LOST_PLAYER ); + ADD_CONDITION_TO_SR( COND_SEE_NEMESIS ); + ADD_CONDITION_TO_SR( COND_TASK_FAILED ); + ADD_CONDITION_TO_SR( COND_SCHEDULE_DONE ); + ADD_CONDITION_TO_SR( COND_SMELL ); + ADD_CONDITION_TO_SR( COND_TOO_CLOSE_TO_ATTACK ); + ADD_CONDITION_TO_SR( COND_TOO_FAR_TO_ATTACK ); + ADD_CONDITION_TO_SR( COND_NOT_FACING_ATTACK ); + ADD_CONDITION_TO_SR( COND_WEAPON_HAS_LOS ); + ADD_CONDITION_TO_SR( COND_WEAPON_BLOCKED_BY_FRIEND ); // Friend between gun and target + ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_IN_SPREAD ); // Player in shooting direction + ADD_CONDITION_TO_SR( COND_WEAPON_PLAYER_NEAR_TARGET ); // Player near shooting position + ADD_CONDITION_TO_SR( COND_WEAPON_SIGHT_OCCLUDED ); + ADD_CONDITION_TO_SR( COND_BETTER_WEAPON_AVAILABLE ); + ADD_CONDITION_TO_SR( COND_HEALTH_ITEM_AVAILABLE ); + ADD_CONDITION_TO_SR( COND_FLOATING_OFF_GROUND ); + ADD_CONDITION_TO_SR( COND_MOBBED_BY_ENEMIES ); + ADD_CONDITION_TO_SR( COND_GIVE_WAY ); + ADD_CONDITION_TO_SR( COND_WAY_CLEAR ); + ADD_CONDITION_TO_SR( COND_HEAR_DANGER ); + ADD_CONDITION_TO_SR( COND_HEAR_THUMPER ); + ADD_CONDITION_TO_SR( COND_HEAR_COMBAT ); + ADD_CONDITION_TO_SR( COND_HEAR_WORLD ); + ADD_CONDITION_TO_SR( COND_HEAR_PLAYER ); + ADD_CONDITION_TO_SR( COND_HEAR_BULLET_IMPACT ); + ADD_CONDITION_TO_SR( COND_HEAR_BUGBAIT ); + ADD_CONDITION_TO_SR( COND_HEAR_PHYSICS_DANGER ); + ADD_CONDITION_TO_SR( COND_HEAR_MOVE_AWAY ); + ADD_CONDITION_TO_SR( COND_NO_HEAR_DANGER ); + ADD_CONDITION_TO_SR( COND_PLAYER_PUSHING ); + ADD_CONDITION_TO_SR( COND_RECEIVED_ORDERS ); + ADD_CONDITION_TO_SR( COND_PLAYER_ADDED_TO_SQUAD ); + ADD_CONDITION_TO_SR( COND_PLAYER_REMOVED_FROM_SQUAD ); + ADD_CONDITION_TO_SR( COND_NPC_FREEZE ); + ADD_CONDITION_TO_SR( COND_NPC_UNFREEZE ); + ADD_CONDITION_TO_SR( COND_TALKER_RESPOND_TO_QUESTION ); + ADD_CONDITION_TO_SR( COND_NO_CUSTOM_INTERRUPTS ); +} |