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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: AIGuard.h
/*---------------------------------------------------------------------------*/
/* EA Pacific */
/* Confidential Information */
/* Copyright (C) 2001 - All Rights Reserved */
/* DO NOT DISTRIBUTE */
/*---------------------------------------------------------------------------*/
/* Project: RTS3 */
/* File name: AIGuard.h */
/* Created: John K. McDonald, Jr., 3/29/2002 */
/* Desc: // Define Guard states for AI */
/* Revision History: */
/* 3/29/2002 : Initial creation */
/*---------------------------------------------------------------------------*/
#pragma once
#ifndef _H_AIGUARD_
#define _H_AIGUARD_
// INCLUDES ///////////////////////////////////////////////////////////////////
#include "Common/GameMemory.h"
#include "GameLogic/AIStateMachine.h"
#include "GameLogic/GameLogic.h"
#include "GameLogic/Object.h"
#include "GameLogic/AI.h"
// DEFINES ////////////////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
enum
{
// prevent collisions with other states that we might use, (namely AI_IDLE)
AI_GUARD_INNER = 5000, ///< Attack anything within this area till death
AI_GUARD_IDLE, ///< Wait till something shows up to attack.
AI_GUARD_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
AI_GUARD_RETURN, ///< Restore to a position within the inner circle
AI_GUARD_GET_CRATE, ///< Pick up a crate from an enemy we killed.
AI_GUARD_ATTACK_AGGRESSOR, ///< Attack something that attacked me (that I can attack)
};
//--------------------------------------------------------------------------------------
class ExitConditions : public AttackExitConditionsInterface
{
public:
enum ExitConditionsEnum
{
ATTACK_ExitIfOutsideRadius = 0x01,
ATTACK_ExitIfExpiredDuration = 0x02,
ATTACK_ExitIfNoUnitFound = 0x04
};
Int m_conditionsToConsider;
Coord3D m_center; // can be updated at any time by owner
Real m_radiusSqr; // can be updated at any time by owner
UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
ExitConditions() : m_attackGiveUpFrame(0), m_conditionsToConsider(0), m_radiusSqr(0.0f)
{
//Added By Sadullah Nader
// Initializations missing and needed
m_center.zero();
}
virtual Bool shouldExit(const StateMachine* machine) const;
};
// FORWARD DECLARATIONS ///////////////////////////////////////////////////////
//--------------------------------------------------------------------------------------
class AIGuardMachine : public StateMachine
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AIGuardMachine, "AIGuardMachinePool" );
private:
ObjectID m_targetToGuard;
const PolygonTrigger * m_areaToGuard;
Coord3D m_positionToGuard;
ObjectID m_nemesisToAttack;
GuardMode m_guardMode;
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
public:
/**
* The implementation of this constructor defines the states
* used by this machine.
*/
AIGuardMachine( Object *owner );
Object* findTargetToGuardByID( void ) { return TheGameLogic->findObjectByID(m_targetToGuard); }
void setTargetToGuard( const Object *object ) { m_targetToGuard = object ? object->getID() : INVALID_ID; }
const Coord3D *getPositionToGuard( void ) const { return &m_positionToGuard; }
void setTargetPositionToGuard( const Coord3D *pos) { m_positionToGuard = *pos; }
const PolygonTrigger *getAreaToGuard( void ) const { return m_areaToGuard; }
void setAreaToGuard( const PolygonTrigger *area) { m_areaToGuard = area; }
void setNemesisID(ObjectID id) { m_nemesisToAttack = id; }
ObjectID getNemesisID() const { return m_nemesisToAttack; }
GuardMode getGuardMode() const { return m_guardMode; }
void setGuardMode(GuardMode guardMode) { m_guardMode = guardMode; }
Bool lookForInnerTarget(void);
static Real getStdGuardRange(const Object* obj);
};
//--------------------------------------------------------------------------------------
class AIGuardInnerState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardInnerState, "AIGuardInnerState")
public:
AIGuardInnerState( StateMachine *machine ) : State( machine, "AIGuardInner" ) { }
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
private:
AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
ExitConditions m_exitConditions;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AIGuardInnerState)
//--------------------------------------------------------------------------------------
class AIGuardIdleState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardIdleState, "AIGuardIdleState")
public:
AIGuardIdleState( StateMachine *machine ) : State( machine, "AIGuardIdleState" ) { }
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
private:
AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
UnsignedInt m_nextEnemyScanTime;
Coord3D m_guardeePos; ///< Where the object we are guarding was last.
};
EMPTY_DTOR(AIGuardIdleState)
//--------------------------------------------------------------------------------------
class AIGuardOuterState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardOuterState, "AIGuardOuterState")
public:
AIGuardOuterState( StateMachine *machine ) : State( machine, "AIGuardOuter" )
{
m_attackState = NULL;
}
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
private:
AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
ExitConditions m_exitConditions;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AIGuardOuterState)
//--------------------------------------------------------------------------------------
class AIGuardReturnState : public AIInternalMoveToState
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardReturnState, "AIGuardReturnState")
private:
AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
public:
AIGuardReturnState( StateMachine *machine ) : AIInternalMoveToState( machine, "AIGuardReturn" )
{
m_nextReturnScanTime = 0;
}
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
private:
UnsignedInt m_nextReturnScanTime;
};
EMPTY_DTOR(AIGuardReturnState)
//--------------------------------------------------------------------------------------
class AIGuardPickUpCrateState : public AIPickUpCrateState
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardPickUpCrateState, "AIGuardPickUpCrateState")
public:
AIGuardPickUpCrateState( StateMachine *machine );
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
};
EMPTY_DTOR(AIGuardPickUpCrateState)
//--------------------------------------------------------------------------------------
class AIGuardAttackAggressorState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardAttackAggressorState, "AIGuardAttackAggressorState")
public:
AIGuardAttackAggressorState( StateMachine *machine );
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
private:
AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
ExitConditions m_exitConditions;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AIGuardAttackAggressorState)
//--------------------------------------------------------------------------------------
#endif /* _H_AIGUARD_ */