1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #ifndef TEAM_API_HH
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10 | #define TEAM_API_HH
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11 |
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12 | #include "global_id.hh"
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13 | #include "objs/map_piece.hh"
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14 |
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15 | class i4_file_class; // file/file.hh
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16 | class g1_player_piece_class; // objs/stank.hh
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17 | class g1_player_info_class; // player.hh
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18 | class g1_team_api_definition_class; // later in file
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19 |
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20 | class g1_team_api_class
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21 | {
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22 | private:
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23 | friend class g1_player_info_class;
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24 | friend class g1_team_api_definition_class;
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25 |
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26 | const g1_team_api_definition_class *def;
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27 |
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28 | protected:
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29 | i4_file_class *record, *playback;
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30 | public:
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31 | g1_player_info_class *player;
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32 |
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33 | // required by human to set mode of stank
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34 | friend class g1_human_class;
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35 | g1_player_piece_class *commander() const; // get supertank pointer (NULL = dead)
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36 |
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37 | const g1_team_api_definition_class *definer() const { return def; }
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38 | g1_team_api_class();
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39 | virtual ~g1_team_api_class();
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40 |
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41 | // super tank info
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42 | sw16 health() const;
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43 | w16 ammo0() const; // amount of ammo
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44 | w16 ammo1() const;
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45 | w16 ammo2() const;
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46 | i4_bool full0() const; // ammo fully loaded?
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47 | i4_bool full1() const;
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48 | i4_bool full2() const;
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49 | i4_bool in_range0() const; // attack target in range?
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50 | i4_bool in_range1() const;
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51 | i4_bool in_range2() const;
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52 |
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53 | // super tank input (mainly useful to human player)
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54 | void turn(i4_float angle); // turn supertank clockwise
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55 | void accelerate(i4_float ratio); // accelerate ratio of maximum acceleration
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56 | void strafe(i4_float ratio); // slide right ratio of maximum acceleration
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57 |
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58 | void look(i4_float dax, i4_float day); // set turret direction relative to heading
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59 | i4_bool fire0(); // fire first weapon
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60 | i4_bool fire1(); // fire second weapon
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61 | i4_bool fire2(); // fire third weapon
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62 |
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63 | i4_bool continue_game(); // when dead/game over etc, this indicates game continues
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64 |
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65 | // interface to units
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66 | class unit_class
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67 | //{{{
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68 | {
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69 | protected:
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70 | friend class g1_team_api_class;
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71 |
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72 | w32 global_id;
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73 | unit_class(w32 id) : global_id(0)
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74 | {
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75 | if (g1_global_id.check_id(id) && g1_map_piece_class::cast(g1_global_id.get(id)))
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76 | // living map pieces only
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77 | global_id = id;
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78 | }
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79 | g1_map_piece_class *cast() const { return (g1_map_piece_class *)g1_global_id.get(global_id); }
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80 | public:
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81 | unit_class() : global_id(0) {}
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82 | unit_class(const unit_class &a) : global_id(a.global_id) {}
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83 |
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84 | i4_bool moving() const
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85 | {
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86 | g1_map_piece_class *p=cast();
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87 | return (p->x==p->lx && p->y==p->ly);
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88 | }
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89 |
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90 | i4_float x() const { return cast()->x; }
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91 | i4_float y() const { return cast()->y; }
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92 | i4_float height() const { return cast()->h; }
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93 | i4_float dir() const { return cast()->theta; }
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94 | sw16 health() const { return cast()->health; }
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95 | w8 team() const { return cast()->player_num; }
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96 |
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97 | w32 id() const { return global_id; }
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98 | w32 type() const { return cast()->id; }
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99 |
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100 | i4_bool alive() const { return g1_global_id.check_id(global_id) && health()>0; }
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101 | i4_bool built() const { return g1_global_id.check_id(global_id) && cast()->alive(); }
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102 | };
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103 | //}}}
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104 | unit_class unit(w32 id) { return unit_class(id); }
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105 |
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106 | // interface to objects
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107 | class object_class
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108 | //{{{
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109 | {
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110 | protected:
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111 | friend class g1_team_api_class;
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112 |
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113 | w32 global_id;
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114 | object_class(w32 id) : global_id(id)
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115 | {
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116 | if (!alive())
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117 | global_id = 0;
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118 | }
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119 | g1_object_class *cast() const { return g1_global_id.get(global_id); }
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120 | public:
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121 | object_class() : global_id(0) {}
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122 | object_class(const object_class &a) : global_id(a.global_id) {}
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123 |
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124 | i4_float x() const { return cast()->x; }
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125 | i4_float y() const { return cast()->y; }
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126 | i4_float height() const { return cast()->h; }
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127 | i4_float dir() const { return cast()->theta; }
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128 | sw16 health() const { return cast()->health; }
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129 | w8 team() const { return cast()->player_num; }
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130 |
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131 | w32 id() const { return global_id; }
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132 | w32 type() const { return cast()->id; }
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133 |
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134 | i4_bool alive() const { return g1_global_id.check_id(global_id) && health()>0; }
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135 | };
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136 | //}}}
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137 | object_class object(w32 id) { return object_class(id); }
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138 |
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139 | // strategic info
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140 |
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141 | g1_player_type team() const;
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142 | sw32 money() const;
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143 |
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144 | g1_map_class *map() const; // get strategic map
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145 | w32 map_width() const;
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146 | w32 map_height() const;
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147 | i4_float terrain_height(i4_float x, i4_float y, // get map height below location
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148 | i4_float z=0) const;
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149 |
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150 | i4_bool is_building() const; // still building objects?
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151 |
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152 | w16 object_type(const char *name) const;
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153 |
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154 | // ******************** COMMANDS (sent to server) *******************
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155 | i4_bool deploy_unit(w32 global_id, i4_float x, i4_float y); // send object to location
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156 |
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157 | int build_unit(g1_object_type type);
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158 | // try to build unit
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159 |
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160 | i4_bool set_current_target(w32 global_id); // should be a path_object!
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161 |
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162 | // ******************** RESPONSES (come back from server) ************
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163 | virtual void object_built(w32 id)
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164 | {
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165 | }
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166 |
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167 | virtual void object_lost(w32 id) {}
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168 | virtual void object_added(w32 id) {}
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169 |
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170 | virtual void init() {}
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171 | // should handle reinitialization as well. assume that everything about the level disappeared.
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172 |
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173 | virtual void save(g1_saver_class *fp) {}
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174 | virtual void load(g1_loader_class *fp) {}
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175 |
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176 | // playback handling
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177 | i4_bool record_start(char *name);
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178 | void record_end();
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179 | i4_bool playback_start(i4_file_class *fp); // this file pointer will be closed when teamapi is done with it
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180 | void playback_end();
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181 | i4_bool playback_think(); // think function to implement playbacks
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182 | void post_think(); // stuff to do after thinking (recording)
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183 |
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184 | // team think
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185 | virtual void think() = 0; // AI's think function
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186 | };
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187 |
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188 | // AI definition class to add new AI's to game
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189 | class g1_team_api_definition_class
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190 | {
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191 | protected:
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192 | static g1_team_api_definition_class *first;
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193 | g1_team_api_definition_class *next;
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194 |
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195 | virtual g1_team_api_class *create(g1_loader_class *f)=0;
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196 | const char *_name;
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197 | g1_team_api_class* own_team_api(g1_team_api_class *ai) { ai->def = this; return ai; }
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198 | public:
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199 | g1_team_api_definition_class(const char *name);
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200 | ~g1_team_api_definition_class();
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201 |
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202 | const char *name() const { return _name; }
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203 | static g1_team_api_class *create(const char *name, g1_loader_class *f=0);
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204 | };
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205 |
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206 | // give a simpler alias to the create mechanism
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207 | inline g1_team_api_class *g1_create_ai(const char *name, g1_loader_class *f=0)
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208 | {
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209 | return g1_team_api_definition_class::create(name,f);
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210 | }
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211 |
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212 | // template magic to ease adding new AI's into game
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213 | template <class T>
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214 | class g1_team_api_definer : public g1_team_api_definition_class
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215 | {
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216 | public:
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217 | g1_team_api_definer<T>(const char *name)
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218 | : g1_team_api_definition_class(name) {}
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219 |
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220 | virtual g1_team_api_class *create(g1_loader_class *f) { return own_team_api(new T(f)); }
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221 | };
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222 |
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223 | #endif
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224 |
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225 | //{{{ Emacs Locals
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226 | // Local Variables:
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227 | // folded-file: t
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228 | // End:
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229 | //}}}
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