Wartbed:Game Engine Structures
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(Difference between revisions)
Revision as of 13:24, 27 July 2008
wartbed namespace
enum FLOCKING_BEHAVIOUR { FLOCK_none = 0, FLOCK_mill = 1, FLOCK_formate = 2, };
This enum will determine which algorithm that controls the immediate movement behaviour of an unit.
enum UNIT_STATE { STATE_normal = 0, STATE_routing = 1, STATE_fleeing = 2, STATE_inactive = 3, STATE_destroyed = 4, STATE_gone = 4, };
Both "destroyed" and "gone" (left battle field) are the same for in-battle purposes.
enum TARGET_MODE { TARGET_position, TARGET_unit, };
Control enum for all targeting, which is relevant for orders.
struct Position; struct Unit; class Target { TARGET_MODE target_type; union { mutable Position *pPos; Unit const *pUnit; } public: Target( Position const &rPos ) : target_type(TARGET_position) { pPos = new Position( rPos ); } Target( Unit const &rUnit ) : target_type(TARGET_unit) { pUnit = &rUnit; } ~Target() { if (TARGET_position == target_type) delete pPos; } Vector3 operator* () const { return (TARGET_position == target_type) ? **pPos : pUnit->getPosition(); } };
Might seem as a complex class for its purpose, but it will be very convenient for a uniform interface when issuing orders.
class Unit { FLOCKING_BEHAVIOUR flocking_mode; UNIT_STATE state; Target target; };
Very preliminary stub.
orders namespace
Sub-namespace to wartbed
. Contains control structures and values for all orders that can be issued to units.
enum MOVE_ORDER { MOVE_no_order = 0, MOVE_to = 1, MOVE_approach = 2, MOVE_avoid = 3, MOVE_keep_distance = 4, MOVE_face = 5, MOVE_continuous = 0xF0000000, };
enum HOLD_ORDER { HOLD_no = 0, HOLD_grounds = 1, HOLD_pursue = 2, };
enum ATTACK_ORDER { ATTACK_no_order = 0, ATTACK_await_charge = 1, ATTACK_at_will = 2, ATTACK_charge = 3, ATTACK_fire_missile = 4, ATTACK_continuous = 0xF0000000, };
enum FIRE_ORDER { FIRE_no_order = 0, FIRE_hold = 1, FIRE_at_will = 2, FIRE_normal = 3, FIRE_force = 4, };