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 | * Gani Aliguzhinov |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _Actionpoint_H__ |
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30 | #define _Actionpoint_H__ |
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31 | |
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32 | #include <string> //need string for XML input |
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33 | |
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34 | #include "core/XMLPort.h" //need XMLPort |
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35 | #include "worldentities/StaticEntity.h" //this is a child of StaticEntity |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | /** |
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40 | @brief |
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41 | Actionpoints are used by ActionpointController and all derived classes. |
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42 | Such classes will execute actions set in Actionpoints. |
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43 | |
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44 | In XML file one can pass an array of Actionpoints to a controller. Each |
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45 | Actionpoint can take action type, string and boolean or |
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46 | action and two booleans as an argument. |
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47 | If action is set to fly, Actionpoint's position is assumed to be the desired |
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48 | location. |
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49 | Example XML code: |
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50 | |
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51 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
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52 | <templates> |
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53 | <Template link=spaceshipassff /> |
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54 | </templates> |
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55 | <controller> |
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56 | <DivisionController team=0 formationMode="WALL"> |
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57 | <actionpoints> |
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58 | <Actionpoint position="0,0,0" action="FLY" /> |
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59 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="someShipName" /> |
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60 | <Actionpoint position="-1000,750,-500" action="PROTECT" protectMe=true /> |
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61 | <Actionpoint position="-1000,750,-500" action="PROTECT" protect="otherShipName" /> |
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62 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> |
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63 | </actionpoints> |
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64 | </DivisionController> |
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65 | </controller> |
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66 | </SpaceShip> |
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67 | |
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68 | Example with loops: |
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69 | |
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70 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
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71 | <templates> |
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72 | <Template link=spaceshipassff /> |
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73 | </templates> |
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74 | <controller> |
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75 | <DivisionController team=0 formationMode="finger4"> |
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76 | <actionpoints> |
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77 | <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> |
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78 | <Actionpoint position=" 0,2000,-700" action="FLY" /> |
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79 | <Actionpoint position="100,2000,-700" action="FLY" /> |
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80 | <Actionpoint position="100,2000,-600" action="FLY" loopEnd=true /> |
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81 | </actionpoints> |
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82 | </DivisionController> |
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83 | </controller> |
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84 | </SpaceShip> |
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85 | |
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86 | One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points |
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87 | will be included in loop. |
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88 | For more information read descriptions of the methods. |
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89 | */ |
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90 | class _OrxonoxExport Actionpoint : public StaticEntity |
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91 | { |
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92 | public: |
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93 | Actionpoint(Context* context); |
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94 | virtual ~Actionpoint() {} |
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95 | |
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96 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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97 | |
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98 | /** @brief Decides what AI will do. @param val action to execute */ |
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99 | void setActionXML(std::string val) |
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100 | { this->actionName_ = getUppercase (val); } |
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101 | std::string getActionXML() const |
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102 | { return this->actionName_; } |
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103 | |
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104 | /** @brief Makes AI follow an entity. @param val name of entity to protect */ |
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105 | void setProtectXML(std::string val) |
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106 | { this->name_ = val; } |
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107 | std::string getProtectXML() const |
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108 | { return this->name_; } |
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109 | |
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110 | /** @brief Makes AI attack an entity. @param val name of entity to attack */ |
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111 | void setAttackXML(std::string val) |
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112 | { this->name_ = val; } |
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113 | std::string getAttackXML() const |
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114 | { return this->name_; } |
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115 | |
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116 | /** @brief Makes AI follow human player. @param c protect Human? */ |
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117 | void setProtectMeXML(bool c) |
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118 | { this->bProtectMe_ = c; } |
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119 | bool getProtectMeXML() const |
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120 | { return this->bProtectMe_; } |
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121 | |
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122 | /** @brief Starts a loop of Actionpoints. @param value start loop? */ |
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123 | void setLoopStart(bool value) |
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124 | { this->bLoopStart_ = value; } |
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125 | bool getLoopStart() const |
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126 | { return this->bLoopStart_; } |
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127 | /** @brief Ends a loop of Actionpoints. @param value end loop? */ |
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128 | void setLoopEnd (bool value) |
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129 | { this->bLoopEnd_ = value; } |
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130 | bool getLoopEnd() const |
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131 | { return this->bLoopEnd_; } |
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132 | |
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133 | std::string getName() const; |
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134 | |
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135 | private: |
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136 | std::string actionName_; //!< can be set to "FLY", "ATTACK", |
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137 | //!< "PROTECT", "FIGHT", "FIGHTALL" |
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138 | //!< or "NONE". |
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139 | |
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140 | std::string name_; //!< name of the ship that is to be |
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141 | //!< attacked or protected. |
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142 | |
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143 | bool bLoopStart_; //!< if true, this and all following Actionpoints |
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144 | //!< until the first Actionpoint with bLoopEnd_ |
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145 | //!< set to true are executed in a loop. |
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146 | |
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147 | bool bLoopEnd_; //!< if true, this is the last element of |
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148 | //!< a loop started by loopStart=true argument |
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149 | |
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150 | bool bProtectMe_; //!< if player is to be protected, |
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151 | //!< instead of passing name, one has |
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152 | //!< to set protectMe to true. |
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153 | }; |
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154 | } |
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155 | |
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156 | #endif /* _Actionpoint_H__ */ |
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