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0ad/source/simulation/EntityOrders.h
2004-05-22 00:57:54 +00:00

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// EntityOrders.h
//
// Last modified: 22 May 04, Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Entity orders structure.
//
// Usage: All orders at this point use the location component of the union.
// Orders are: ORDER_GOTO_NOPATHING: Attempts to reach the given destination via a line-of-sight
// system. Do not create an order of this type directly; it is
// used to return a path of line segments from the pathfinder.
// ORDER_GOTO: Attempts to reach the given destination. Uses the pathfinder
// to... er... find the path.
// Create this order when a standard movement or movement waypoint
// order is required.
// ORDER_PATROL: As ORDER_GOTO, but pushes the patrol order onto the back of the
// order queue after it's executed. In this way, the entity will
// circle round a list of patrol points.
// Create this order when a standard patrol order is required.
//
// Entities which exhaust all orders from their queue go to idle status; there is no specific order
// type for this status.
#ifndef ENTITY_ORDER_INCLUDED
#define ENTITY_ORDER_INCLUDED
#define ORDER_MAX_DATA 1
#include "EntityHandles.h"
struct SOrderData
{
union
{
struct
{
float x;
float y;
} location;
u64 data; // miscellaneous
};
HEntity entity;
};
class CEntityOrder
{
public:
enum
{
ORDER_GOTO_NOPATHING,
ORDER_GOTO,
ORDER_PATROL
} m_type;
SOrderData m_data[ORDER_MAX_DATA];
};
#endif