/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_MESSAGETYPES #define INCLUDED_MESSAGETYPES #include "simulation2/system/Components.h" #include "simulation2/system/Entity.h" #include "simulation2/system/Message.h" #include "simulation2/helpers/Player.h" #include "simulation2/helpers/Position.h" #include "simulation2/components/ICmpPathfinder.h" #include "maths/Vector3D.h" #define DEFAULT_MESSAGE_IMPL(name) \ virtual int GetType() const { return MT_##name; } \ virtual const char* GetScriptHandlerName() const { return "On" #name; } \ virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \ virtual JS::Value ToJSVal(ScriptInterface& scriptInterface) const; \ static CMessage* FromJSVal(ScriptInterface&, JS::HandleValue val); class SceneCollector; class CFrustum; class CMessageTurnStart : public CMessage { public: DEFAULT_MESSAGE_IMPL(TurnStart) CMessageTurnStart() { } }; // The update process is split into a number of phases, in an attempt // to cope with dependencies between components. Each phase is implemented // as a separate message. Simulation2.cpp sends them in sequence. /** * Generic per-turn update message, for things that don't care much about ordering. */ class CMessageUpdate : public CMessage { public: DEFAULT_MESSAGE_IMPL(Update) CMessageUpdate(fixed turnLength) : turnLength(turnLength) { } fixed turnLength; }; /** * Update phase for formation controller movement (must happen before individual * units move to follow their formation). */ class CMessageUpdate_MotionFormation : public CMessage { public: DEFAULT_MESSAGE_IMPL(Update_MotionFormation) CMessageUpdate_MotionFormation(fixed turnLength) : turnLength(turnLength) { } fixed turnLength; }; /** * Update phase for non-formation-controller unit movement. */ class CMessageUpdate_MotionUnit : public CMessage { public: DEFAULT_MESSAGE_IMPL(Update_MotionUnit) CMessageUpdate_MotionUnit(fixed turnLength) : turnLength(turnLength) { } fixed turnLength; }; /** * Final update phase, after all other updates. */ class CMessageUpdate_Final : public CMessage { public: DEFAULT_MESSAGE_IMPL(Update_Final) CMessageUpdate_Final(fixed turnLength) : turnLength(turnLength) { } fixed turnLength; }; /** * Prepare for rendering a new frame (set up model positions etc). */ class CMessageInterpolate : public CMessage { public: DEFAULT_MESSAGE_IMPL(Interpolate) CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) : deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime) { } /// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except /// it is scaled by the current simulation rate (and might indeed be zero). float deltaSimTime; /// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns. float offset; /// Elapsed real time since previous interpolate, in seconds. float deltaRealTime; }; /** * Add renderable objects to the scene collector. * Called after CMessageInterpolate. */ class CMessageRenderSubmit : public CMessage { public: DEFAULT_MESSAGE_IMPL(RenderSubmit) CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) : collector(collector), frustum(frustum), culling(culling) { } SceneCollector& collector; const CFrustum& frustum; bool culling; }; /** * Handle progressive loading of resources. * A component that listens to this message must do the following: * - Increase *msg.total by the non-zero number of loading tasks this component can perform. * - If *msg.progressed == true, return and do nothing. * - If you've loaded everything, increase *msg.progress by the value you added to .total * - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a * value indicating how much progress you've made in total (0 <= p <= what you added to .total) * In some situations these messages will never be sent - components must ensure they * load all their data themselves before using it in that case. */ class CMessageProgressiveLoad : public CMessage { public: DEFAULT_MESSAGE_IMPL(ProgressiveLoad) CMessageProgressiveLoad(bool* progressed, int* total, int* progress) : progressed(progressed), total(total), progress(progress) { } bool* progressed; int* total; int* progress; }; /** * Broadcast after the entire simulation state has been deserialized. * Components should do all their self-contained work in their Deserialize * function when possible. But any reinitialisation that depends on other * components or other entities, that might not be constructed until later * in the deserialization process, may be done in response to this message * instead. */ class CMessageDeserialized : public CMessage { public: DEFAULT_MESSAGE_IMPL(Deserialized) CMessageDeserialized() { } }; /** * This is sent immediately after a new entity's components have all been created * and initialised. */ class CMessageCreate : public CMessage { public: DEFAULT_MESSAGE_IMPL(Create) CMessageCreate(entity_id_t entity) : entity(entity) { } entity_id_t entity; }; /** * This is sent immediately before a destroyed entity is flushed and really destroyed. * (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents). * The entity will still exist at the time this message is sent. * It's possible for this message to be sent multiple times for one entity, but all its components * will have been deleted after the first time. */ class CMessageDestroy : public CMessage { public: DEFAULT_MESSAGE_IMPL(Destroy) CMessageDestroy(entity_id_t entity) : entity(entity) { } entity_id_t entity; }; class CMessageOwnershipChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(OwnershipChanged) CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) : entity(entity), from(from), to(to) { } entity_id_t entity; player_id_t from; player_id_t to; }; /** * Sent by CCmpPosition whenever anything has changed that will affect the * return value of GetPosition2D() or GetRotation().Y * * If @c inWorld is false, then the other fields are invalid and meaningless. * Otherwise they represent the current position. */ class CMessagePositionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(PositionChanged) CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) : entity(entity), inWorld(inWorld), x(x), z(z), a(a) { } entity_id_t entity; bool inWorld; entity_pos_t x, z; entity_angle_t a; }; /** * Sent by CCmpPosition whenever anything has changed that will affect the * return value of GetInterpolatedTransform() */ class CMessageInterpolatedPositionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(InterpolatedPositionChanged) CMessageInterpolatedPositionChanged(entity_id_t entity, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) : entity(entity), inWorld(inWorld), pos0(pos0), pos1(pos1) { } entity_id_t entity; bool inWorld; CVector3D pos0; CVector3D pos1; }; /*Sent whenever the territory type (neutral,own,enemy) differs from the former type*/ class CMessageTerritoryPositionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(TerritoryPositionChanged) CMessageTerritoryPositionChanged(entity_id_t entity, player_id_t newTerritory) : entity(entity), newTerritory(newTerritory) { } entity_id_t entity; player_id_t newTerritory; }; /** * Sent by CCmpUnitMotion during Update, whenever the motion status has changed * since the previous update. */ class CMessageMotionChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(MotionChanged) CMessageMotionChanged(bool starting, bool error) : starting(starting), error(error) { } bool starting; // whether this is a start or end of movement bool error; // whether we failed to start moving (couldn't find any path) }; /** * Sent when water height has been changed. */ class CMessageWaterChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(WaterChanged) CMessageWaterChanged() { } }; /** * Sent when terrain (texture or elevation) has been changed. */ class CMessageTerrainChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(TerrainChanged) CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) : i0(i0), j0(j0), i1(i1), j1(j1) { } int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles }; /** * Sent, at most once per turn, when the visibility of an entity changed */ class CMessageVisibilityChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(VisibilityChanged) CMessageVisibilityChanged(player_id_t player, entity_id_t ent, int oldVisibility, int newVisibility) : player(player), ent(ent), oldVisibility(oldVisibility), newVisibility(newVisibility) { } player_id_t player; entity_id_t ent; int oldVisibility; int newVisibility; }; /** * Sent when ObstructionManager's view of the shape of the world has changed * (changing the TILE_OUTOFBOUNDS tiles returned by Rasterise). */ class CMessageObstructionMapShapeChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(ObstructionMapShapeChanged) CMessageObstructionMapShapeChanged() { } }; /** * Sent when territory assignments have changed. */ class CMessageTerritoriesChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(TerritoriesChanged) CMessageTerritoriesChanged() { } }; /** * Sent by CCmpRangeManager at most once per turn, when an active range query * has had matching units enter/leave the range since the last RangeUpdate. */ class CMessageRangeUpdate : public CMessage { public: DEFAULT_MESSAGE_IMPL(RangeUpdate) u32 tag; std::vector added; std::vector removed; // CCmpRangeManager wants to store a vector of messages and wants to // swap vectors instead of copying (to save on memory allocations), // so add some constructors for it: // don't init tag in empty ctor CMessageRangeUpdate() { } CMessageRangeUpdate(u32 tag) : tag(tag) { } CMessageRangeUpdate(u32 tag, const std::vector& added, const std::vector& removed) : tag(tag), added(added), removed(removed) { } CMessageRangeUpdate(const CMessageRangeUpdate& other) : CMessage(), tag(other.tag), added(other.added), removed(other.removed) { } CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other) { tag = other.tag; added = other.added; removed = other.removed; return *this; } }; /** * Sent by CCmpPathfinder after async path requests. */ class CMessagePathResult : public CMessage { public: DEFAULT_MESSAGE_IMPL(PathResult) CMessagePathResult(u32 ticket, const WaypointPath& path) : ticket(ticket), path(path) { } u32 ticket; WaypointPath path; }; /** * Sent by aura manager when a value of a certain entity's component is changed */ class CMessageValueModification : public CMessage { public: DEFAULT_MESSAGE_IMPL(ValueModification) CMessageValueModification(const std::vector& entities, std::wstring component, const std::vector& valueNames) : entities(entities), component(component), valueNames(valueNames) { } std::vector entities; std::wstring component; std::vector valueNames; }; /** * Sent by aura and tech managers when a value of a certain template's component is changed */ class CMessageTemplateModification : public CMessage { public: DEFAULT_MESSAGE_IMPL(TemplateModification) CMessageTemplateModification(player_id_t player, std::wstring component, const std::vector& valueNames) : player(player), component(component), valueNames(valueNames) { } player_id_t player; std::wstring component; std::vector valueNames; }; /** * Sent by CCmpVision when an entity's vision range changes. */ class CMessageVisionRangeChanged : public CMessage { public: DEFAULT_MESSAGE_IMPL(VisionRangeChanged) CMessageVisionRangeChanged(entity_id_t entity, entity_pos_t oldRange, entity_pos_t newRange) : entity(entity), oldRange(oldRange), newRange(newRange) { } entity_id_t entity; entity_pos_t oldRange; entity_pos_t newRange; }; /** * Sent when an entity pings the minimap */ class CMessageMinimapPing : public CMessage { public: DEFAULT_MESSAGE_IMPL(MinimapPing) CMessageMinimapPing() { } }; #endif // INCLUDED_MESSAGETYPES