File: MessageTypes.h

package info (click to toggle)
0ad 0.0.17-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 51,248 kB
  • ctags: 46,933
  • sloc: cpp: 223,208; ansic: 31,240; python: 16,343; perl: 4,083; sh: 1,011; makefile: 915; xml: 733; java: 621; ruby: 229; erlang: 53; sql: 40
file content (541 lines) | stat: -rw-r--r-- 13,228 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
/* Copyright (C) 2014 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. 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 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. 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 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_MESSAGETYPES
#define INCLUDED_MESSAGETYPES

#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Message.h"

#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"

#include "simulation2/components/ICmpPathfinder.h"

#include "maths/Vector3D.h"

#define DEFAULT_MESSAGE_IMPL(name) \
	virtual int GetType() const { return MT_##name; } \
	virtual const char* GetScriptHandlerName() const { return "On" #name; } \
	virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \
	virtual JS::Value ToJSVal(ScriptInterface& scriptInterface) const; \
	static CMessage* FromJSVal(ScriptInterface&, JS::HandleValue val);

class SceneCollector;
class CFrustum;

class CMessageTurnStart : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(TurnStart)

	CMessageTurnStart()
	{
	}
};

// The update process is split into a number of phases, in an attempt
// to cope with dependencies between components. Each phase is implemented
// as a separate message. Simulation2.cpp sends them in sequence.

/**
 * Generic per-turn update message, for things that don't care much about ordering.
 */
class CMessageUpdate : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Update)

	CMessageUpdate(fixed turnLength) :
		turnLength(turnLength)
	{
	}

	fixed turnLength;
};

/**
 * Update phase for formation controller movement (must happen before individual
 * units move to follow their formation).
 */
class CMessageUpdate_MotionFormation : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Update_MotionFormation)

	CMessageUpdate_MotionFormation(fixed turnLength) :
		turnLength(turnLength)
	{
	}

	fixed turnLength;
};

/**
 * Update phase for non-formation-controller unit movement.
 */
class CMessageUpdate_MotionUnit : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Update_MotionUnit)

	CMessageUpdate_MotionUnit(fixed turnLength) :
		turnLength(turnLength)
	{
	}

	fixed turnLength;
};

/**
 * Final update phase, after all other updates.
 */
class CMessageUpdate_Final : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Update_Final)

	CMessageUpdate_Final(fixed turnLength) :
		turnLength(turnLength)
	{
	}

	fixed turnLength;
};

/**
 * Prepare for rendering a new frame (set up model positions etc).
 */
class CMessageInterpolate : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Interpolate)

	CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) :
		deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime)
	{
	}

	/// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except
	/// it is scaled by the current simulation rate (and might indeed be zero).
	float deltaSimTime;
	/// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.
	float offset;
	/// Elapsed real time since previous interpolate, in seconds.
	float deltaRealTime;
};

/**
 * Add renderable objects to the scene collector.
 * Called after CMessageInterpolate.
 */
class CMessageRenderSubmit : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(RenderSubmit)

	CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) :
		collector(collector), frustum(frustum), culling(culling)
	{
	}

	SceneCollector& collector;
	const CFrustum& frustum;
	bool culling;
};

/**
 * Handle progressive loading of resources.
 * A component that listens to this message must do the following:
 *  - Increase *msg.total by the non-zero number of loading tasks this component can perform.
 *  - If *msg.progressed == true, return and do nothing.
 *  - If you've loaded everything, increase *msg.progress by the value you added to .total
 *  - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a
 *    value indicating how much progress you've made in total (0 <= p <= what you added to .total)
 * In some situations these messages will never be sent - components must ensure they
 * load all their data themselves before using it in that case.
 */
class CMessageProgressiveLoad : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(ProgressiveLoad)

	CMessageProgressiveLoad(bool* progressed, int* total, int* progress) :
		progressed(progressed), total(total), progress(progress)
	{
	}

	bool* progressed;
	int* total;
	int* progress;
};

/**
 * Broadcast after the entire simulation state has been deserialized.
 * Components should do all their self-contained work in their Deserialize
 * function when possible. But any reinitialisation that depends on other
 * components or other entities, that might not be constructed until later
 * in the deserialization process, may be done in response to this message
 * instead.
 */
class CMessageDeserialized : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Deserialized)

	CMessageDeserialized()
	{
	}
};


/**
 * This is sent immediately after a new entity's components have all been created
 * and initialised.
 */
class CMessageCreate : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Create)

	CMessageCreate(entity_id_t entity) :
		entity(entity)
	{
	}

	entity_id_t entity;
};

/**
 * This is sent immediately before a destroyed entity is flushed and really destroyed.
 * (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents).
 * The entity will still exist at the time this message is sent.
 * It's possible for this message to be sent multiple times for one entity, but all its components
 * will have been deleted after the first time.
 */
class CMessageDestroy : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(Destroy)

	CMessageDestroy(entity_id_t entity) :
		entity(entity)
	{
	}

	entity_id_t entity;
};

class CMessageOwnershipChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(OwnershipChanged)

	CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) :
		entity(entity), from(from), to(to)
	{
	}

	entity_id_t entity;
	player_id_t from;
	player_id_t to;
};

/**
 * Sent by CCmpPosition whenever anything has changed that will affect the
 * return value of GetPosition2D() or GetRotation().Y
 *
 * If @c inWorld is false, then the other fields are invalid and meaningless.
 * Otherwise they represent the current position.
 */
class CMessagePositionChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(PositionChanged)

	CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) :
		entity(entity), inWorld(inWorld), x(x), z(z), a(a)
	{
	}

	entity_id_t entity;
	bool inWorld;
	entity_pos_t x, z;
	entity_angle_t a;
};

/**
 * Sent by CCmpPosition whenever anything has changed that will affect the
 * return value of GetInterpolatedTransform()
 */
class CMessageInterpolatedPositionChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(InterpolatedPositionChanged)

	CMessageInterpolatedPositionChanged(entity_id_t entity, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) :
		entity(entity), inWorld(inWorld), pos0(pos0), pos1(pos1)
	{
	}

	entity_id_t entity;
	bool inWorld;
	CVector3D pos0;
	CVector3D pos1;
};

/*Sent whenever the territory type (neutral,own,enemy) differs from the former type*/
class CMessageTerritoryPositionChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(TerritoryPositionChanged)

	CMessageTerritoryPositionChanged(entity_id_t entity, player_id_t newTerritory) :
		entity(entity), newTerritory(newTerritory)
	{
	}

	entity_id_t entity;
	player_id_t newTerritory;
};

/**
 * Sent by CCmpUnitMotion during Update, whenever the motion status has changed
 * since the previous update.
 */
class CMessageMotionChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(MotionChanged)

	CMessageMotionChanged(bool starting, bool error) :
		starting(starting), error(error)
	{
	}

	bool starting; // whether this is a start or end of movement
	bool error; // whether we failed to start moving (couldn't find any path)
};

/**
 * Sent when water height has been changed.
 */
class CMessageWaterChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(WaterChanged)

	CMessageWaterChanged()
	{
	}
};

/**
 * Sent when terrain (texture or elevation) has been changed.
 */
class CMessageTerrainChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(TerrainChanged)

	CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) :
		i0(i0), j0(j0), i1(i1), j1(j1)
	{
	}

	int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
};

/**
 * Sent, at most once per turn, when the visibility of an entity changed
 */
class CMessageVisibilityChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(VisibilityChanged)

	CMessageVisibilityChanged(player_id_t player, entity_id_t ent, int oldVisibility, int newVisibility) :
		player(player), ent(ent), oldVisibility(oldVisibility), newVisibility(newVisibility)
	{
	}

	player_id_t player;
	entity_id_t ent;
	int oldVisibility;
	int newVisibility;
};

/**
 * Sent when ObstructionManager's view of the shape of the world has changed
 * (changing the TILE_OUTOFBOUNDS tiles returned by Rasterise).
 */
class CMessageObstructionMapShapeChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(ObstructionMapShapeChanged)

	CMessageObstructionMapShapeChanged()
	{
	}
};

/**
 * Sent when territory assignments have changed.
 */
class CMessageTerritoriesChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(TerritoriesChanged)

	CMessageTerritoriesChanged()
	{
	}
};

/**
 * Sent by CCmpRangeManager at most once per turn, when an active range query
 * has had matching units enter/leave the range since the last RangeUpdate.
 */
class CMessageRangeUpdate : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(RangeUpdate)



	u32 tag;
	std::vector<entity_id_t> added;
	std::vector<entity_id_t> removed;

	// CCmpRangeManager wants to store a vector of messages and wants to
	// swap vectors instead of copying (to save on memory allocations),
	// so add some constructors for it:

	// don't init tag in empty ctor
	CMessageRangeUpdate() 
	{
	}
	CMessageRangeUpdate(u32 tag) : tag(tag)
	{
	}
	CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed)
		: tag(tag), added(added), removed(removed)
	{
	}
	CMessageRangeUpdate(const CMessageRangeUpdate& other) 
		: CMessage(), tag(other.tag), added(other.added), removed(other.removed)
	{
	}
	CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other)
	{
		tag = other.tag;
		added = other.added;
		removed = other.removed;
		return *this;
	}
};

/**
 * Sent by CCmpPathfinder after async path requests.
 */
class CMessagePathResult : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(PathResult)

	CMessagePathResult(u32 ticket, const ICmpPathfinder::Path& path) :
		ticket(ticket), path(path)
	{
	}

	u32 ticket;
	ICmpPathfinder::Path path;
};

/**
 * Sent by aura manager when a value of a certain entity's component is changed
 */
class CMessageValueModification : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(ValueModification)

	CMessageValueModification(const std::vector<entity_id_t>& entities, std::wstring component, const std::vector<std::wstring>& valueNames) :
	entities(entities),
	component(component),
	valueNames(valueNames)
	{
	}
	
	std::vector<entity_id_t> entities;
	std::wstring component;
	std::vector<std::wstring> valueNames;
};

/**
 * Sent by aura and tech managers when a value of a certain template's component is changed
 */
class CMessageTemplateModification : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(TemplateModification)
	
	CMessageTemplateModification(player_id_t player, std::wstring component, const std::vector<std::wstring>& valueNames) :
	player(player),
	component(component),
	valueNames(valueNames)
	{
	}
	
	player_id_t player;
	std::wstring component;
	std::vector<std::wstring> valueNames;
};

/**
 * Sent by CCmpVision when an entity's vision range changes.
 */
class CMessageVisionRangeChanged : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(VisionRangeChanged)

	CMessageVisionRangeChanged(entity_id_t entity, entity_pos_t oldRange, entity_pos_t newRange) :
	entity(entity), oldRange(oldRange), newRange(newRange)
	{
	}

	entity_id_t entity;
	entity_pos_t oldRange;
	entity_pos_t newRange;
};

/**
 * Sent when an entity pings the minimap
 */
class CMessageMinimapPing : public CMessage
{
public:
	DEFAULT_MESSAGE_IMPL(MinimapPing)

	CMessageMinimapPing() 
	{
	}
};

#endif // INCLUDED_MESSAGETYPES