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