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forked from 0ad/0ad
0ad/source/simulation2/MessageTypes.h
Ykkrosh 2b57f4f998 # Initial support for formation movement.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.

This was SVN commit r8058.
2010-09-03 09:55:14 +00:00

314 lines
7.2 KiB
C++

/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MESSAGETYPES
#define INCLUDED_MESSAGETYPES
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Message.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/components/ICmpPathfinder.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 jsval ToJSVal(ScriptInterface& scriptInterface) const; \
static CMessage* FromJSVal(ScriptInterface&, jsval 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;
};
class CMessageInterpolate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Interpolate)
CMessageInterpolate(float frameTime, float offset) :
frameTime(frameTime), offset(offset)
{
}
float frameTime; // time in seconds since previous interpolate
float offset; // range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns
};
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;
};
/**
* 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, int32_t from, int32_t to) :
entity(entity), from(from), to(to)
{
}
entity_id_t entity;
int32_t from;
int32_t to;
};
/**
* Sent during TurnStart.
*
* 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 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 terrain (texture or elevation) has been changed.
*/
class CMessageTerrainChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerrainChanged)
CMessageTerrainChanged(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) :
i0(i0), j0(j0), i1(i1), j1(j1)
{
}
ssize_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
};
/**
* 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)
CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed) :
tag(tag), added(added), removed(removed)
{
}
u32 tag;
std::vector<entity_id_t> added;
std::vector<entity_id_t> 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:
CMessageRangeUpdate(u32 tag) :
tag(tag)
{
}
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 ICmpPathfinder::Path& path) :
ticket(ticket), path(path)
{
}
u32 ticket;
ICmpPathfinder::Path path;
};
#endif // INCLUDED_MESSAGETYPES