152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
// EntityOrders.h
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//
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// Entity orders structure.
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//
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// Usage: All orders at this point use the location component of the union.
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// Orders are: ORDER_GOTO_NOPATHING: Attempts to reach the given destination via a line-of-sight
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// ORDER_GOTO_SMOOTED: system. Do not create an order of these types directly; it is
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// used to return a path of line segments from the pathfinder.
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// _SMOOTHED flags to the entity state-control that it's OK to
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// smooth the corner between segments. _NOPATHING just does
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// zero-radius turns.
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// ORDER_GOTO_COLLISION: When the coldet system is trying to get us out of a collision,
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// it generates these intermediate waypoints. We don't really have
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// any reason to go to this specific point, so if a better way
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// comes along, this order can be deleted.
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// ORDER_GOTO: Attempts to reach the given destination. Uses the pathfinder
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// to... er... find the path.
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// Create this order when a standard movement or movement waypoint
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// order is required.
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// ORDER_PATROL: As ORDER_GOTO, but pushes the patrol order onto the back of the
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// order queue after it's executed. In this way, the entity will
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// circle round a list of patrol points.
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// Create this order when a standard patrol order is required.
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// ORDER_GENERIC: Generic ranged action. Move towards target entity, then start
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// performing an action (call a JS event handler every few seconds).
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// If we collide with something (=> line-of-sight tracking no longer
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// sufficient) spawns a ORDER_GOTO to target's location and pushes it
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// immediately in front of this order.
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//
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// Entities which exhaust all orders from their queue go to idle status; there is no specific order
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// type for this status.
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#ifndef INCLUDED_ENTITYORDERS
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#define INCLUDED_ENTITYORDERS
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#define ORDER_MAX_DATA 2
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#include "EntityHandles.h"
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#include "ps/Vector2D.h"
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#include <deque>
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// An order data field, which could represent different things depending on the type of order.
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struct SOrderData
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{
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CVector2D location;
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HEntity entity;
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CStrW string;
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u64 data; // could be recast as a double or int
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};
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class CEntityListener
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{
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public:
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enum EType
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{
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NOTIFY_NONE = 0x00,
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NOTIFY_GOTO = 0x01,
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NOTIFY_RUN = 0x02,
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NOTIFY_FOLLOW = 0x03, //GOTO | RUN
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NOTIFY_ATTACK = 0x04,
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NOTIFY_DAMAGE = 0x08,
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NOTIFY_COMBAT = 0x0C, //ATTACK | DAMAGE
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NOTIFY_ESCORT = 0x0F, //GOTO | ATTACK | DAMAGE
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NOTIFY_HEAL = 0x10,
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NOTIFY_GATHER = 0x20,
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NOTIFY_IDLE = 0x40,
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NOTIFY_ORDER_CHANGE = 0x80, //this isn't counted in NOTIFY_ALL
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NOTIFY_ALL = 0x7F
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} m_type;
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CEntity* m_sender;
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};
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class CEntityOrder
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{
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public:
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enum EOrderType
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{
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ORDER_INVALID, // 0
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ORDER_GOTO_NOPATHING, // 1
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ORDER_GOTO_SMOOTHED, // 2
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ORDER_GOTO_COLLISION, // 3
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ORDER_GOTO_WAYPOINT, // 4
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ORDER_GOTO_WAYPOINT_CONTACT,// 5
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ORDER_GOTO, // 6
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ORDER_RUN, // 7
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ORDER_PATROL, // 8
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ORDER_PATH_END_MARKER, // 9
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ORDER_GENERIC, // 10
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ORDER_GENERIC_NOPATHING, // 11
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ORDER_PRODUCE, // 12
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ORDER_START_CONSTRUCTION, // 13
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ORDER_SET_RALLY_POINT, // 14
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ORDER_NOTIFY_REQUEST, // 15
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ORDER_LAST // 16
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};
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EOrderType m_type;
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enum EOrderSource
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{
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SOURCE_PLAYER,
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SOURCE_UNIT_AI,
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SOURCE_TRIGGERS
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};
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EOrderSource m_source;
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// all commands involving pathfinder (i.e. all :P)
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float m_pathfinder_radius;
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// NMT_PlaceObject
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HEntity m_new_obj;
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// NMT_Goto
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// NMT_FormationGoto
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// NMT_Run
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// NMT_Patrol
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// NMT_AddWaypoint
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CVector2D m_target_location;
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// NMT_Generic
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// NMT_FormationGeneric
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// NMT_NotifyRequest
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HEntity m_target_entity;
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int m_action;
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// NMT_Produce
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CStrW m_produce_name;
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int m_produce_type;
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// NMT_Generic
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bool m_run;
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CEntityOrder(): m_type(ORDER_INVALID), m_source(SOURCE_PLAYER) {}
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CEntityOrder(EOrderType type, EOrderSource source=SOURCE_PLAYER)
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: m_type(type), m_source(source) {}
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};
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typedef std::deque<CEntityOrder> CEntityOrders;
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typedef CEntityOrders::iterator CEntityOrderIt;
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typedef CEntityOrders::const_iterator CEntityOrderCIt;
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typedef CEntityOrders::const_reverse_iterator CEntityOrderCRIt;
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#endif
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