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source: code/branches/presentation2011/src/orxonox/controllers/FormationController.h @ 8996

Last change on this file since 8996 was 8992, checked in by jo, 13 years ago

Merged Formation branch. There are still some bugs (just have a look at the tutorial level)

File size: 5.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _FormationController_h__
30#define _FormationController_h__
31
32#include "OrxonoxPrereqs.h"
33
34#include <vector>
35#include "core/Super.h"
36
37#include "util/Math.h"
38#include "core/OrxonoxClass.h"
39#include "controllers/Controller.h"
40#include "worldentities/ControllableEntity.h"
41
42
43namespace orxonox {
44
45  class _OrxonoxExport FormationController : public Controller
46  {
47
48      public:
49      FormationController(BaseObject* creator);
50
51      virtual ~FormationController();
52
53      virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
54
55
56      static void formationflight(const bool form);
57      static void masteraction(const int action);
58      static void followme();
59      static void passivebehaviour(const bool passive);
60      static void formationsize(const int size);
61
62      inline void setFormationFlight(bool formation)
63           { this->formationFlight_ = formation; }
64      inline bool getFormationFlight() const
65           { return this->formationFlight_; }
66
67      inline void setFormationSize(int size)
68           { this->maxFormationSize_ = size; }
69      inline int getFormationSize() const
70           { return this->maxFormationSize_; }
71
72
73      inline void setPassive(bool passive)
74           { this->passive_ = passive; }
75      inline bool getPassive() const
76           { return this->passive_; }
77
78      inline void setTeam(int team)
79           { this->team_ = team; 
80             orxout(debug_output) << "Set team to: "<<team<<" in "<<this<< endl;} 
81      inline int getTeam() const
82           { return this->team_; }
83
84      /**
85        @brief Mode of the formation, behaviour of slaves
86               Normal-normal behaviour
87               Defend-just defend the master
88               Attack-leave formation, attack every target
89      */ 
90      enum FormationMode {NORMAL,DEFEND,ATTACK};
91     
92      /**
93        @brief Sets the new mode. If master, set it for all slaves.
94      */
95      void setFormationMode(FormationMode val);
96      inline FormationMode getFormationMode() const
97           { return this->formationMode_; }
98
99    protected:
100      bool formationFlight_;
101      bool passive_;
102      int team_;
103      unsigned int maxFormationSize_;
104      int freedomCount_;
105      enum State {SLAVE, MASTER, FREE};
106     
107      State state_;
108      std::vector<FormationController*> slaves_;
109      FormationController* myMaster_;
110
111      FormationMode formationMode_;
112
113      enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
114      SpecificMasterAction specificMasterAction_;
115      int specificMasterActionHoldCount_;
116      float speedCounter_; //for speed adjustment when following
117
118      void moveToPosition(const Vector3& target);
119      void moveToTargetPosition();
120      void absoluteMoveToPosition(const Vector3& target);
121      void copyOrientation(const Quaternion& orient);
122      void copyTargetOrientation();
123
124      void removeFromFormation();
125      void unregisterSlave();
126      void searchNewMaster();
127      void commandSlaves();
128      void setNewMasterWithinFormation();
129
130      void freeSlaves();
131      void forceFreeSlaves();
132      void loseMasterState();
133      void forceFreedom();
134      bool forcedFree();
135
136      void takeLeadOfFormation();
137      void masterAttacked(Pawn* originator);     
138
139      void specificMasterActionHold();
140      void turn180Init();
141      void spinInit();
142      void spin();
143      void turn180();
144      void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
145      void followRandomHumanInit();
146      void follow();
147
148      void setTargetPosition(const Vector3& target);
149      void searchRandomTargetPosition();
150
151      void setTargetOrientation(const Quaternion& orient);
152      void setTargetOrientation(Pawn* target);
153
154      virtual void positionReached() {}
155
156      static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
157     
158
159      void setTarget(Pawn* target);
160      void searchNewTarget();
161      void forgetTarget();
162
163      void targetDied();
164     
165      bool bHasTargetPosition_;
166      Vector3 targetPosition_;
167      bool bHasTargetOrientation_;
168      Quaternion targetOrientation_;
169
170      WeakPtr<Pawn> target_;
171      bool bShooting_;
172  };
173
174
175}
176#endif /* _FormationController_h__ */
177
178
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