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 | * ... |
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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 _FormationController_h__ |
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30 | #define _FormationController_h__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include <vector> |
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35 | #include "core/Super.h" |
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36 | |
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37 | #include "util/Math.h" |
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38 | #include "core/OrxonoxClass.h" |
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39 | #include "controllers/Controller.h" |
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40 | #include "worldentities/ControllableEntity.h" |
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41 | |
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42 | |
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43 | namespace orxonox { |
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44 | |
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45 | class _OrxonoxExport FormationController : public Controller |
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46 | { |
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47 | |
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48 | public: |
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49 | FormationController(BaseObject* creator); |
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50 | |
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51 | virtual ~FormationController(); |
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52 | |
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53 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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54 | |
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55 | |
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56 | static void formationflight(const bool form); |
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57 | static void masteraction(const int action); |
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58 | static void followme(); |
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59 | static void passivebehaviour(const bool passive); |
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60 | static void formationsize(const int size); |
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61 | void setNewMasterWithinFormation(); |
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62 | void setNewMasterWithinFormation(FormationController* newMaster); |
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63 | |
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64 | inline void setFormationFlight(bool formation) |
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65 | { this->formationFlight_ = formation; } |
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66 | inline bool getFormationFlight() const |
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67 | { return this->formationFlight_; } |
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68 | |
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69 | inline void setFormationSize(int size) |
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70 | { this->maxFormationSize_ = size; } |
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71 | inline int getFormationSize() const |
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72 | { return this->maxFormationSize_; } |
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73 | |
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74 | |
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75 | inline void setPassive(bool passive) |
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76 | { this->passive_ = passive; } |
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77 | inline bool getPassive() const |
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78 | { return this->passive_; } |
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79 | |
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80 | inline void setTeam(int team) |
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81 | { this->team_ = team; } |
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82 | inline int getTeam() const |
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83 | { return this->team_; } |
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84 | |
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85 | /** |
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86 | @brief Mode of the formation, behaviour of slaves |
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87 | Normal-normal behaviour |
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88 | Defend-just defend the master |
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89 | Attack-leave formation, attack every target |
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90 | */ |
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91 | enum FormationMode {NORMAL,DEFEND,ATTACK}; |
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92 | |
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93 | /** |
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94 | @brief Sets the new mode. If master, set it for all slaves. |
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95 | */ |
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96 | void setFormationMode(FormationMode val); |
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97 | inline FormationMode getFormationMode() const |
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98 | { return this->formationMode_; } |
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99 | |
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100 | virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); |
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101 | |
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102 | /* Just for testing purposes: report the master. */ |
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103 | FormationController* getMaster( void ) { return myMaster_; } |
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104 | FormationController* getThis( void ) { return this; } |
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105 | FormationController* getSlave( void ) { return this->slaves_.back(); } |
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106 | |
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107 | protected: |
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108 | bool formationFlight_; |
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109 | bool passive_; |
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110 | int team_; |
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111 | unsigned int maxFormationSize_; |
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112 | int freedomCount_; |
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113 | enum State {SLAVE, MASTER, FREE}; |
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114 | |
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115 | State state_; |
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116 | std::vector<FormationController*> slaves_; |
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117 | FormationController* myMaster_; |
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118 | |
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119 | FormationMode formationMode_; |
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120 | |
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121 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; |
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122 | SpecificMasterAction specificMasterAction_; |
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123 | int specificMasterActionHoldCount_; |
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124 | float speedCounter_; //for speed adjustment when following |
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125 | |
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126 | void moveToPosition(const Vector3& target); |
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127 | void moveToTargetPosition(); |
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128 | void absoluteMoveToPosition(const Vector3& target); |
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129 | void copyOrientation(const Quaternion& orient); |
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130 | void copyTargetOrientation(); |
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131 | |
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132 | void removeFromFormation(); |
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133 | void unregisterSlave(); |
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134 | void searchNewMaster(); |
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135 | void commandSlaves(); |
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136 | void takeLeadOfFormation(); |
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137 | void loseMasterState(); |
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138 | |
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139 | void freeSlaves(); |
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140 | void forceFreeSlaves(); |
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141 | void forceFreedom(); |
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142 | bool forcedFree(); |
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143 | |
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144 | void masterAttacked(Pawn* originator); |
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145 | |
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146 | void specificMasterActionHold(); |
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147 | void turn180Init(); |
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148 | void spinInit(); |
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149 | void spin(); |
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150 | void turn180(); |
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151 | void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); |
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152 | void followRandomHumanInit(); |
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153 | void follow(); |
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154 | |
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155 | void setTargetPosition(const Vector3& target); |
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156 | void searchRandomTargetPosition(); |
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157 | |
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158 | void setTargetOrientation(const Quaternion& orient); |
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159 | void setTargetOrientation(Pawn* target); |
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160 | |
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161 | virtual void positionReached() {} |
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162 | |
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163 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack |
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164 | |
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165 | |
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166 | void setTarget(Pawn* target); |
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167 | |
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168 | void searchNewTarget(); |
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169 | void forgetTarget(); |
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170 | |
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171 | void targetDied(); |
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172 | |
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173 | bool bHasTargetPosition_; |
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174 | Vector3 targetPosition_; |
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175 | bool bHasTargetOrientation_; |
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176 | Quaternion targetOrientation_; |
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177 | |
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178 | WeakPtr<Pawn> target_; |
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179 | bool bShooting_; |
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180 | }; |
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181 | |
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182 | |
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183 | } |
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184 | #endif /* _FormationController_h__ */ |
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185 | |
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186 | |
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