/***
 *
 *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
 *
 *	This product contains software technology licensed from Id
 *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
 *	All Rights Reserved.
 *
 *   This source code contains proprietary and confidential information of
 *   Valve LLC and its suppliers.  Access to this code is restricted to
 *   persons who have executed a written SDK license with Valve.  Any access,
 *   use or distribution of this code by or to any unlicensed person is illegal.
 *
 ****/

/**
 *	@file
 *	Scheduling
 */

#pragma once

#define TASKSTATUS_NEW 0			  //!< Just started
#define TASKSTATUS_RUNNING 1		  //!< Running task & movement
#define TASKSTATUS_RUNNING_MOVEMENT 2 //!< Just running movement
#define TASKSTATUS_RUNNING_TASK 3	  //!< Just running task
#define TASKSTATUS_COMPLETE 4		  //!< Completed, get next task

/**
 *	@brief These are the schedule types
 */
enum SCHEDULE_TYPE
{
	SCHED_NONE = 0,
	SCHED_IDLE_STAND,
	SCHED_IDLE_WALK,
	SCHED_WAKE_ANGRY,
	SCHED_WAKE_CALLED,
	SCHED_ALERT_FACE,
	SCHED_ALERT_SMALL_FLINCH,
	SCHED_ALERT_BIG_FLINCH,
	SCHED_ALERT_STAND,
	SCHED_INVESTIGATE_SOUND,
	SCHED_COMBAT_FACE,
	SCHED_COMBAT_STAND,
	SCHED_CHASE_ENEMY,
	SCHED_CHASE_ENEMY_FAILED,
	SCHED_VICTORY_DANCE,
	SCHED_TARGET_FACE,
	SCHED_TARGET_CHASE,
	SCHED_SMALL_FLINCH,
	SCHED_TAKE_COVER_FROM_ENEMY,
	SCHED_TAKE_COVER_FROM_BEST_SOUND,
	SCHED_TAKE_COVER_FROM_ORIGIN,
	SCHED_COWER, // usually a last resort!
	SCHED_MELEE_ATTACK1,
	SCHED_MELEE_ATTACK2,
	SCHED_RANGE_ATTACK1,
	SCHED_RANGE_ATTACK2,
	SCHED_SPECIAL_ATTACK1,
	SCHED_SPECIAL_ATTACK2,
	SCHED_STANDOFF,
	SCHED_ARM_WEAPON,
	SCHED_RELOAD,
	SCHED_GUARD,
	SCHED_AMBUSH,
	SCHED_DIE,
	SCHED_WAIT_TRIGGER,
	SCHED_FOLLOW,
	SCHED_SLEEP,
	SCHED_WAKE,
	SCHED_BARNACLE_VICTIM_GRAB,
	SCHED_BARNACLE_VICTIM_CHOMP,
	SCHED_AISCRIPT,
	SCHED_FAIL,

	LAST_COMMON_SCHEDULE // Leave this at the bottom
};

/**
 *	@brief These are the shared task
 */
enum SHARED_TASKS
{
	TASK_INVALID = 0,
	TASK_WAIT,
	TASK_WAIT_FACE_ENEMY,
	TASK_WAIT_PVS,
	TASK_SUGGEST_STATE,
	TASK_WALK_TO_TARGET,
	TASK_RUN_TO_TARGET,
	TASK_JUMP_TO_TARGET,
	TASK_MOVE_TO_TARGET_RANGE,
	TASK_GET_PATH_TO_ENEMY,
	TASK_GET_PATH_TO_ENEMY_LKP,
	TASK_GET_PATH_TO_ENEMY_CORPSE,
	TASK_GET_PATH_TO_LEADER,
	TASK_GET_PATH_TO_SPOT,
	TASK_GET_PATH_TO_TARGET,
	TASK_GET_PATH_TO_HINTNODE,
	TASK_GET_PATH_TO_LASTPOSITION,
	TASK_GET_PATH_TO_BESTSOUND,
	TASK_GET_PATH_TO_BESTSCENT,
	TASK_RUN_PATH,
	TASK_WALK_PATH,
	TASK_STRAFE_PATH,
	TASK_CLEAR_MOVE_WAIT,
	TASK_STORE_LASTPOSITION,
	TASK_CLEAR_LASTPOSITION,
	TASK_PLAY_ACTIVE_IDLE,
	TASK_FIND_HINTNODE,
	TASK_CLEAR_HINTNODE,
	TASK_SMALL_FLINCH,
	TASK_FACE_IDEAL,
	TASK_FACE_ROUTE,
	TASK_FACE_ENEMY,
	TASK_FACE_HINTNODE,
	TASK_FACE_TARGET,
	TASK_FACE_LASTPOSITION,
	TASK_RANGE_ATTACK1,
	TASK_RANGE_ATTACK2,
	TASK_MELEE_ATTACK1,
	TASK_MELEE_ATTACK2,
	TASK_RELOAD,
	TASK_RANGE_ATTACK1_NOTURN,
	TASK_RANGE_ATTACK2_NOTURN,
	TASK_MELEE_ATTACK1_NOTURN,
	TASK_MELEE_ATTACK2_NOTURN,
	TASK_RELOAD_NOTURN,
	TASK_SPECIAL_ATTACK1,
	TASK_SPECIAL_ATTACK2,
	TASK_CROUCH,
	TASK_STAND,
	TASK_GUARD,
	TASK_STEP_LEFT,
	TASK_STEP_RIGHT,
	TASK_STEP_FORWARD,
	TASK_STEP_BACK,
	TASK_DODGE_LEFT,
	TASK_DODGE_RIGHT,
	TASK_SOUND_ANGRY,
	TASK_SOUND_DEATH,
	TASK_SET_ACTIVITY,
	TASK_SET_SCHEDULE,
	TASK_SET_FAIL_SCHEDULE,
	TASK_CLEAR_FAIL_SCHEDULE,
	TASK_PLAY_SEQUENCE,
	TASK_PLAY_SEQUENCE_FACE_ENEMY,
	TASK_PLAY_SEQUENCE_FACE_TARGET,
	TASK_SOUND_IDLE,
	TASK_SOUND_WAKE,
	TASK_SOUND_PAIN,
	TASK_SOUND_DIE,
	TASK_FIND_COVER_FROM_BEST_SOUND, //!< tries lateral cover first, then node cover
	TASK_FIND_COVER_FROM_ENEMY,		 //!< tries lateral cover first, then node cover
	TASK_FIND_LATERAL_COVER_FROM_ENEMY,
	TASK_FIND_NODE_COVER_FROM_ENEMY,
	TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY, //!< data for this one is the MAXIMUM acceptable distance to the cover.
	TASK_FIND_FAR_NODE_COVER_FROM_ENEMY,  //!< data for this one is there MINIMUM aceptable distance to the cover.
	TASK_FIND_COVER_FROM_ORIGIN,
	TASK_EAT,
	TASK_DIE,
	TASK_WAIT_FOR_SCRIPT,
	TASK_PLAY_SCRIPT,
	TASK_ENABLE_SCRIPT,
	TASK_PLANT_ON_SCRIPT,
	TASK_FACE_SCRIPT,
	TASK_WAIT_RANDOM,
	TASK_WAIT_INDEFINITE,
	TASK_STOP_MOVING,
	TASK_TURN_LEFT,
	TASK_TURN_RIGHT,
	TASK_REMEMBER,
	TASK_FORGET,
	TASK_WAIT_FOR_MOVEMENT, //!< wait until MovementIsComplete()
	TASK_WAIT_FOR_JUMP,
	LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM!! (sjb)
};

/**
 *	@brief These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
 */
enum
{
	TARGET_MOVE_NORMAL = 0,
	TARGET_MOVE_SCRIPTED = 1,
};

/**
 *	@brief A goal should be used for a task that requires several schedules to complete.
 *	The goal index should indicate which schedule (ordinally) the monster is running.
 *	That way, when tasks fail, the AI can make decisions based on the context of the
 *	current goal and sequence rather than just the current schedule.
 */
enum
{
	GOAL_ATTACK_ENEMY,
	GOAL_MOVE,
	GOAL_TAKE_COVER,
	GOAL_MOVE_TARGET,
	GOAL_EAT,
};

// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{

	int iTask;
	float flData;
};

struct Schedule_t
{

	const Task_t* pTasklist;
	int cTasks;
	int iInterruptMask; // a bit mask of conditions that can interrupt this schedule

	// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
	// event that the schedule is broken by COND_HEAR_SOUND
	int iSoundMask;
	const char* pName;
};

// an array of waypoints makes up the monster's route.
// !!!LATER- this declaration doesn't belong in this file.
struct WayPoint_t
{
	Vector vecLocation;
	int iType;
};

// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
// type of movement the monster should use to get there.
#define bits_MF_TO_TARGETENT (1 << 0)  //!< local move to targetent.
#define bits_MF_TO_ENEMY (1 << 1)	   //!< local move to enemy
#define bits_MF_TO_COVER (1 << 2)	   //!< local move to a hiding place
#define bits_MF_TO_DETOUR (1 << 3)	   //!< local move to detour point.
#define bits_MF_TO_PATHCORNER (1 << 4) //!< local move to a path corner
#define bits_MF_TO_NODE (1 << 5)	   //!< local move to a node
#define bits_MF_TO_LOCATION (1 << 6)   //!< local move to an arbitrary point
#define bits_MF_IS_GOAL (1 << 7)	   //!< this waypoint is the goal of the whole move.
#define bits_MF_DONT_SIMPLIFY (1 << 8) //!< Don't let the route code simplify this waypoint

// If you define any flags that aren't _TO_ flags, add them here so we can mask
// them off when doing compares.
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)

#define MOVEGOAL_NONE (0)
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
#define MOVEGOAL_NODE (bits_MF_TO_NODE)

// these bits represent conditions that may befall the monster, of which some are allowed
// to interrupt certain schedules.
#define bits_COND_NO_AMMO_LOADED (1 << 0) //!< weapon needs to be reloaded!
#define bits_COND_SEE_HATE (1 << 1)		  //!< see something that you hate
#define bits_COND_SEE_FEAR (1 << 2)		  //!< see something that you are afraid of
#define bits_COND_SEE_DISLIKE (1 << 3)	  //!< see something that you dislike
#define bits_COND_SEE_ENEMY (1 << 4)	  //!< target entity is in full view.
#define bits_COND_ENEMY_OCCLUDED (1 << 5) //!< target entity occluded by the world
#define bits_COND_SMELL_FOOD (1 << 6)
#define bits_COND_ENEMY_TOOFAR (1 << 7)
#define bits_COND_LIGHT_DAMAGE (1 << 8) //!< hurt a little
#define bits_COND_HEAVY_DAMAGE (1 << 9) //!< hurt a lot
#define bits_COND_CAN_RANGE_ATTACK1 (1 << 10)
#define bits_COND_CAN_MELEE_ATTACK1 (1 << 11)
#define bits_COND_CAN_RANGE_ATTACK2 (1 << 12)
#define bits_COND_CAN_MELEE_ATTACK2 (1 << 13)
// #define bits_COND_CAN_RANGE_ATTACK3		( 1 << 14)
#define bits_COND_PROVOKED (1 << 15)
#define bits_COND_NEW_ENEMY (1 << 16)
#define bits_COND_HEAR_SOUND (1 << 17)		//!< there is an interesting sound
#define bits_COND_SMELL (1 << 18)			//!< there is an interesting scent
#define bits_COND_ENEMY_FACING_ME (1 << 19) //!< enemy is facing me
#define bits_COND_ENEMY_DEAD (1 << 20)		//!< enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
#define bits_COND_SEE_CLIENT (1 << 21)		//!< see a client
#define bits_COND_SEE_NEMESIS (1 << 22)		//!< see my nemesis

#define bits_COND_SPECIAL1 (1 << 28) //!< Defined by individual monster
#define bits_COND_SPECIAL2 (1 << 29) //!< Defined by individual monster

#define bits_COND_TASK_FAILED (1 << 30)
#define bits_COND_SCHEDULE_DONE (1 << 31)

#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)

#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
