384 lines
9.2 KiB
C++
384 lines
9.2 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MESSAGETYPES
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#define INCLUDED_MESSAGETYPES
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#include "simulation2/system/Components.h"
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#include "simulation2/system/Entity.h"
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#include "simulation2/system/Message.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#define DEFAULT_MESSAGE_IMPL(name) \
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virtual int GetType() const { return MT_##name; } \
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virtual const char* GetScriptHandlerName() const { return "On" #name; } \
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virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \
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virtual jsval ToJSVal(ScriptInterface& scriptInterface) const; \
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static CMessage* FromJSVal(ScriptInterface&, jsval val);
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class SceneCollector;
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class CFrustum;
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class CMessageTurnStart : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(TurnStart)
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CMessageTurnStart()
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{
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}
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};
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// The update process is split into a number of phases, in an attempt
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// to cope with dependencies between components. Each phase is implemented
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// as a separate message. Simulation2.cpp sends them in sequence.
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/**
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* Generic per-turn update message, for things that don't care much about ordering.
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*/
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class CMessageUpdate : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Update)
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CMessageUpdate(fixed turnLength) :
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turnLength(turnLength)
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{
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}
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fixed turnLength;
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};
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/**
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* Update phase for formation controller movement (must happen before individual
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* units move to follow their formation).
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*/
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class CMessageUpdate_MotionFormation : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Update_MotionFormation)
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CMessageUpdate_MotionFormation(fixed turnLength) :
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turnLength(turnLength)
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{
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}
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fixed turnLength;
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};
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/**
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* Update phase for non-formation-controller unit movement.
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*/
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class CMessageUpdate_MotionUnit : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Update_MotionUnit)
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CMessageUpdate_MotionUnit(fixed turnLength) :
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turnLength(turnLength)
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{
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}
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fixed turnLength;
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};
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/**
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* Final update phase, after all other updates.
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*/
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class CMessageUpdate_Final : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Update_Final)
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CMessageUpdate_Final(fixed turnLength) :
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turnLength(turnLength)
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{
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}
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fixed turnLength;
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};
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/**
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* Prepare for rendering a new frame (set up model positions etc).
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*/
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class CMessageInterpolate : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Interpolate)
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CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) :
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deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime)
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{
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}
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/// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except
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/// it is scaled by the current simulation rate (and might indeed be zero).
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float deltaSimTime;
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/// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.
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float offset;
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/// Elapsed real time since previous interpolate, in seconds.
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float deltaRealTime;
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};
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/**
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* Add renderable objects to the scene collector.
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* Called after CMessageInterpolate.
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*/
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class CMessageRenderSubmit : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(RenderSubmit)
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CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) :
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collector(collector), frustum(frustum), culling(culling)
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{
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}
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SceneCollector& collector;
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const CFrustum& frustum;
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bool culling;
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};
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/**
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* Handle progressive loading of resources.
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* A component that listens to this message must do the following:
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* - Increase *msg.total by the non-zero number of loading tasks this component can perform.
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* - If *msg.progressed == true, return and do nothing.
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* - If you've loaded everything, increase *msg.progress by the value you added to .total
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* - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a
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* value indicating how much progress you've made in total (0 <= p <= what you added to .total)
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* In some situations these messages will never be sent - components must ensure they
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* load all their data themselves before using it in that case.
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*/
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class CMessageProgressiveLoad : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(ProgressiveLoad)
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CMessageProgressiveLoad(bool* progressed, int* total, int* progress) :
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progressed(progressed), total(total), progress(progress)
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{
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}
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bool* progressed;
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int* total;
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int* progress;
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};
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/**
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* This is sent immediately after a new entity's components have all been created
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* and initialised.
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*/
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class CMessageCreate : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Create)
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CMessageCreate(entity_id_t entity) :
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entity(entity)
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{
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}
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entity_id_t entity;
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};
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/**
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* This is sent immediately before a destroyed entity is flushed and really destroyed.
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* (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents).
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* The entity will still exist at the time this message is sent.
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* It's possible for this message to be sent multiple times for one entity, but all its components
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* will have been deleted after the first time.
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*/
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class CMessageDestroy : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(Destroy)
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CMessageDestroy(entity_id_t entity) :
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entity(entity)
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{
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}
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entity_id_t entity;
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};
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class CMessageOwnershipChanged : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(OwnershipChanged)
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CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) :
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entity(entity), from(from), to(to)
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{
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}
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entity_id_t entity;
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player_id_t from;
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player_id_t to;
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};
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/**
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* Sent during TurnStart.
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*
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* If @c inWorld is false, then the other fields are invalid and meaningless.
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* Otherwise they represent the current position.
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*/
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class CMessagePositionChanged : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(PositionChanged)
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CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) :
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entity(entity), inWorld(inWorld), x(x), z(z), a(a)
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{
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}
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entity_id_t entity;
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bool inWorld;
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entity_pos_t x, z;
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entity_angle_t a;
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};
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/**
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* Sent by CCmpUnitMotion during Update, whenever the motion status has changed
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* since the previous update.
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*/
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class CMessageMotionChanged : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(MotionChanged)
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CMessageMotionChanged(bool starting, bool error) :
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starting(starting), error(error)
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{
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}
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bool starting; // whether this is a start or end of movement
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bool error; // whether we failed to start moving (couldn't find any path)
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};
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/**
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* Sent when terrain (texture or elevation) has been changed.
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*/
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class CMessageTerrainChanged : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(TerrainChanged)
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CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) :
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i0(i0), j0(j0), i1(i1), j1(j1)
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{
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}
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int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
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};
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/**
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* Sent when territory assignments have changed.
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*/
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class CMessageTerritoriesChanged : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(TerritoriesChanged)
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CMessageTerritoriesChanged()
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{
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}
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};
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/**
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* Sent by CCmpRangeManager at most once per turn, when an active range query
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* has had matching units enter/leave the range since the last RangeUpdate.
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*/
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class CMessageRangeUpdate : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(RangeUpdate)
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CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed) :
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tag(tag), added(added), removed(removed)
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{
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}
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u32 tag;
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std::vector<entity_id_t> added;
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std::vector<entity_id_t> removed;
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// CCmpRangeManager wants to store a vector of messages and wants to
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// swap vectors instead of copying (to save on memory allocations),
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// so add some constructors for it:
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CMessageRangeUpdate(u32 tag) :
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tag(tag)
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{
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}
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CMessageRangeUpdate(const CMessageRangeUpdate& other) :
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CMessage(), tag(other.tag), added(other.added), removed(other.removed)
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{
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}
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CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other)
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{
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tag = other.tag;
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added = other.added;
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removed = other.removed;
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return *this;
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}
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};
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/**
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* Sent by CCmpPathfinder after async path requests.
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*/
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class CMessagePathResult : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(PathResult)
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CMessagePathResult(u32 ticket, const ICmpPathfinder::Path& path) :
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ticket(ticket), path(path)
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{
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}
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u32 ticket;
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ICmpPathfinder::Path path;
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};
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/**
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* Sent by technology manager when a technology is researched that modifies a component.
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*/
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class CMessageTechnologyModification : public CMessage
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{
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public:
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DEFAULT_MESSAGE_IMPL(TechnologyModification)
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CMessageTechnologyModification(std::wstring component, player_id_t player) :
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component(component), player(player)
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{
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}
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std::wstring component;
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player_id_t player;
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};
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#endif // INCLUDED_MESSAGETYPES
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