252 lines
9.1 KiB
C
252 lines
9.1 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: AITNGuard.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: AITNGuard.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_AITNGUARD_
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#define _H_AITNGUARD_
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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_TN_GUARD_INNER = 5000, ///< Attack anything within this area till death
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AI_TN_GUARD_IDLE, ///< Wait till something shows up to attack.
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AI_TN_GUARD_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
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AI_TN_GUARD_RETURN, ///< Restore to a position within the inner circle
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AI_TN_GUARD_GET_CRATE, ///< Pick up a crate from an enemy we killed.
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AI_TN_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 TunnelNetworkExitConditions : public AttackExitConditionsInterface
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{
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public:
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UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
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TunnelNetworkExitConditions() : m_attackGiveUpFrame(0)
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{
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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 AITNGuardMachine : public StateMachine
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AITNGuardMachine, "AITNGuardMachinePool" );
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private:
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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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AITNGuardMachine( Object *owner );
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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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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 AITNGuardInnerState : public State
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardInnerState, "AITNGuardInnerState")
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public:
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AITNGuardInnerState( StateMachine *machine ) : State( machine, "AITNGuardInner" ) { }
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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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AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
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TunnelNetworkExitConditions m_exitConditions;
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Bool m_scanForEnemy;
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AIAttackState *m_attackState;
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};
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EMPTY_DTOR(AITNGuardInnerState)
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//--------------------------------------------------------------------------------------
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class AITNGuardIdleState : public State
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardIdleState, "AITNGuardIdleState")
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public:
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AITNGuardIdleState( StateMachine *machine ) : State( machine, "AITNGuardIdleState" ) { }
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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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AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)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(AITNGuardIdleState)
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//--------------------------------------------------------------------------------------
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class AITNGuardOuterState : public State
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardOuterState, "AITNGuardOuterState")
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public:
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AITNGuardOuterState( StateMachine *machine ) : State( machine, "AITNGuardOuter" )
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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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AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
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TunnelNetworkExitConditions m_exitConditions;
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AIAttackState *m_attackState;
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};
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EMPTY_DTOR(AITNGuardOuterState)
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//--------------------------------------------------------------------------------------
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class AITNGuardReturnState : public AIEnterState
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardReturnState, "AITNGuardReturnState")
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private:
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AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
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public:
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AITNGuardReturnState( StateMachine *machine ) : AIEnterState(machine )
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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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UnsignedInt m_nextReturnScanTime;
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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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};
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EMPTY_DTOR(AITNGuardReturnState)
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//--------------------------------------------------------------------------------------
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class AITNGuardPickUpCrateState : public AIPickUpCrateState
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardPickUpCrateState, "AITNGuardPickUpCrateState")
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public:
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AITNGuardPickUpCrateState( 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(AITNGuardPickUpCrateState)
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//--------------------------------------------------------------------------------------
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class AITNGuardAttackAggressorState : public State
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardAttackAggressorState, "AITNGuardAttackAggressorState")
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public:
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AITNGuardAttackAggressorState( 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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AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
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TunnelNetworkExitConditions m_exitConditions;
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AIAttackState *m_attackState;
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};
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EMPTY_DTOR(AITNGuardAttackAggressorState)
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//--------------------------------------------------------------------------------------
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#endif /* _H_AIGUARD_ */
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