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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: AITNGuard.h
/*---------------------------------------------------------------------------*/
/* EA Pacific */
/* Confidential Information */
/* Copyright (C) 2001 - All Rights Reserved */
/* DO NOT DISTRIBUTE */
/*---------------------------------------------------------------------------*/
/* Project: RTS3 */
/* File name: AITNGuard.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_AITNGUARD_
#define _H_AITNGUARD_
// 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_TN_GUARD_INNER = 5000, ///< Attack anything within this area till death
AI_TN_GUARD_IDLE, ///< Wait till something shows up to attack.
AI_TN_GUARD_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
AI_TN_GUARD_RETURN, ///< Restore to a position within the inner circle
AI_TN_GUARD_GET_CRATE, ///< Pick up a crate from an enemy we killed.
AI_TN_GUARD_ATTACK_AGGRESSOR, ///< Attack something that attacked me (that I can attack)
};
//--------------------------------------------------------------------------------------
class TunnelNetworkExitConditions : public AttackExitConditionsInterface
{
public:
UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
TunnelNetworkExitConditions() : m_attackGiveUpFrame(0)
{
}
virtual Bool shouldExit(const StateMachine* machine) const;
};
// FORWARD DECLARATIONS ///////////////////////////////////////////////////////
//--------------------------------------------------------------------------------------
class AITNGuardMachine : public StateMachine
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AITNGuardMachine, "AITNGuardMachinePool" );
private:
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.
*/
AITNGuardMachine( Object *owner );
const Coord3D *getPositionToGuard( void ) const { return &m_positionToGuard; }
void setTargetPositionToGuard( const Coord3D *pos) { m_positionToGuard = *pos; }
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 AITNGuardInnerState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardInnerState, "AITNGuardInnerState")
public:
AITNGuardInnerState( StateMachine *machine ) : State( machine, "AITNGuardInner" ) { }
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:
AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
TunnelNetworkExitConditions m_exitConditions;
Bool m_scanForEnemy;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AITNGuardInnerState)
//--------------------------------------------------------------------------------------
class AITNGuardIdleState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardIdleState, "AITNGuardIdleState")
public:
AITNGuardIdleState( StateMachine *machine ) : State( machine, "AITNGuardIdleState" ) { }
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:
AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
UnsignedInt m_nextEnemyScanTime;
Coord3D m_guardeePos; ///< Where the object we are guarding was last.
};
EMPTY_DTOR(AITNGuardIdleState)
//--------------------------------------------------------------------------------------
class AITNGuardOuterState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardOuterState, "AITNGuardOuterState")
public:
AITNGuardOuterState( StateMachine *machine ) : State( machine, "AITNGuardOuter" )
{
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:
AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
TunnelNetworkExitConditions m_exitConditions;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AITNGuardOuterState)
//--------------------------------------------------------------------------------------
class AITNGuardReturnState : public AIEnterState
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardReturnState, "AITNGuardReturnState")
private:
AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
public:
AITNGuardReturnState( StateMachine *machine ) : AIEnterState(machine )
{
m_nextReturnScanTime = 0;
}
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
protected:
UnsignedInt m_nextReturnScanTime;
protected:
// snapshot interface
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess();
};
EMPTY_DTOR(AITNGuardReturnState)
//--------------------------------------------------------------------------------------
class AITNGuardPickUpCrateState : public AIPickUpCrateState
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardPickUpCrateState, "AITNGuardPickUpCrateState")
public:
AITNGuardPickUpCrateState( StateMachine *machine );
virtual StateReturnType onEnter( void );
virtual StateReturnType update( void );
virtual void onExit( StateExitType status );
};
EMPTY_DTOR(AITNGuardPickUpCrateState)
//--------------------------------------------------------------------------------------
class AITNGuardAttackAggressorState : public State
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardAttackAggressorState, "AITNGuardAttackAggressorState")
public:
AITNGuardAttackAggressorState( 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:
AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
TunnelNetworkExitConditions m_exitConditions;
AIAttackState *m_attackState;
};
EMPTY_DTOR(AITNGuardAttackAggressorState)
//--------------------------------------------------------------------------------------
#endif /* _H_AIGUARD_ */