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source: code/branches/soundEffects/src/orxonox/controllers/FormationController.h @ 10240

Last change on this file since 10240 was 9348, checked in by landauf, 12 years ago

merged branch presentation2012merge back to trunk

  • Property svn:eol-style set to native
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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 *      ...
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      inline int getTeam() const
81           { return this->team_; }
82
83      /**
84        @brief Mode of the formation, behaviour of slaves
85               Normal-normal behaviour
86               Defend-just defend the master
87               Attack-leave formation, attack every target
88      */
89      enum FormationMode {NORMAL,DEFEND,ATTACK};
90
91      /**
92        @brief Sets the new mode. If master, set it for all slaves.
93      */
94      void setFormationMode(FormationMode val);
95      inline FormationMode getFormationMode() const
96           { return this->formationMode_; }
97
98      virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
99
100  protected:
101      bool formationFlight_;
102      bool passive_;
103      int team_;
104      unsigned int maxFormationSize_;
105      int freedomCount_;
106      enum State {SLAVE, MASTER, FREE};
107
108      State state_;
109      std::vector<FormationController*> slaves_;
110      FormationController* myMaster_;
111
112      FormationMode formationMode_;
113
114      enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
115      SpecificMasterAction specificMasterAction_;
116      int specificMasterActionHoldCount_;
117      float speedCounter_; //for speed adjustment when following
118
119      void moveToPosition(const Vector3& target);
120      void moveToTargetPosition();
121      void absoluteMoveToPosition(const Vector3& target);
122      void copyOrientation(const Quaternion& orient);
123      void copyTargetOrientation();
124
125      void removeFromFormation();
126      void unregisterSlave();
127      void searchNewMaster();
128      void commandSlaves();
129      void setNewMasterWithinFormation();
130
131      void freeSlaves();
132      void forceFreeSlaves();
133      void loseMasterState();
134      void forceFreedom();
135      bool forcedFree();
136
137      void takeLeadOfFormation();
138      void masterAttacked(Pawn* originator);
139
140      void specificMasterActionHold();
141      void turn180Init();
142      void spinInit();
143      void spin();
144      void turn180();
145      void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
146      void followRandomHumanInit();
147      void follow();
148
149      void setTargetPosition(const Vector3& target);
150      void searchRandomTargetPosition();
151
152      void setTargetOrientation(const Quaternion& orient);
153      void setTargetOrientation(Pawn* target);
154
155      virtual void positionReached() {}
156
157      static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
158
159
160      void setTarget(Pawn* target);
161      void searchNewTarget();
162      void forgetTarget();
163
164      void targetDied();
165
166      bool bHasTargetPosition_;
167      Vector3 targetPosition_;
168      bool bHasTargetOrientation_;
169      Quaternion targetOrientation_;
170
171      WeakPtr<Pawn> target_;
172      bool bShooting_;
173  };
174
175
176}
177#endif /* _FormationController_h__ */
178
179
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