1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _DivisionController_H__ |
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30 | #define _DivisionController_H__ |
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31 | |
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32 | #include "controllers/FleetController.h" |
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33 | |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | class _OrxonoxExport DivisionController : public FleetController |
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38 | { |
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39 | public: |
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40 | DivisionController(Context* context); |
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41 | virtual ~DivisionController(); |
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42 | |
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43 | //virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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44 | |
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45 | //Using british military aircraft formations |
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46 | enum FormationMode {VEE,FINGER4,DIAMOND, WALL}; |
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47 | void setFormationMode(FormationMode val); |
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48 | inline FormationMode getFormationMode() const |
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49 | { return this->formationMode_; } |
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50 | |
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51 | virtual void doFire(); |
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52 | |
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53 | //WAYPOINT FUNCTIONS` |
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54 | void addWaypoint(WorldEntity* waypoint); |
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55 | WorldEntity* getWaypoint(unsigned int index) const; |
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56 | |
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57 | inline void setAccuracy(float accuracy) |
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58 | { this->squaredaccuracy_ = accuracy*accuracy; } |
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59 | inline float getAccuracy() const |
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60 | { return sqrt(this->squaredaccuracy_); } |
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61 | void updatePointsOfInterest(std::string name, float distance); |
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62 | void manageWaypoints(); |
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63 | |
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64 | protected: |
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65 | |
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66 | //Target enemy, set by fleet controller. |
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67 | WeakPtr<Pawn> target_; |
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68 | bool bHasTargetPosition_; |
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69 | Vector3 targetPosition_; |
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70 | bool bHasTargetOrientation_; |
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71 | Quaternion targetOrientation_; |
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72 | void setTargetPosition(const Vector3& target); |
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73 | void searchRandomTargetPosition(); |
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74 | |
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75 | void setTargetOrientation(const Quaternion& orient); |
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76 | void setTargetOrientation(Pawn* target); |
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77 | |
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78 | virtual void positionReached() {} |
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79 | |
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80 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack |
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81 | |
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82 | |
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83 | void setTarget(Pawn* target); |
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84 | |
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85 | void searchNewTarget(); |
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86 | void forgetTarget(); |
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87 | |
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88 | void targetDied(); |
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89 | bool bShooting_; |
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90 | void aimAtTarget(); |
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91 | |
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92 | bool isCloseAtTarget(float distance) const; |
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93 | bool isLookingAtTarget(float angle) const; |
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94 | |
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95 | //Has nothing to do with desiredRelativePosition_, |
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96 | //is set by fleet controller. |
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97 | Vector3* desiredAbsolutePosition_; |
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98 | |
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99 | enum Maneuver {NONE, SPIN, TURN180}; |
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100 | Maneuver maneuver_; |
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101 | |
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102 | void moveToPosition(const Vector3& target); |
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103 | void moveToTargetPosition(); |
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104 | void absoluteMoveToPosition(const Vector3& target); |
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105 | void copyOrientation(const Quaternion& orient); |
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106 | void copyTargetOrientation(); |
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107 | |
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108 | void turn180Init(); |
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109 | void spinInit(); |
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110 | void spin(); |
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111 | void turn180(); |
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112 | |
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113 | //WAYPOINT DATA |
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114 | std::vector<WeakPtr<WorldEntity> > waypoints_; |
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115 | size_t currentWaypoint_; |
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116 | float squaredaccuracy_; |
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117 | WorldEntity* defaultWaypoint_; |
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118 | |
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119 | private: |
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120 | }; |
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121 | } |
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122 | |
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123 | #endif /* _DivisionController_H__ */ |
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