[8978] | 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 | * ... |
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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 | |
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| 62 | inline void setFormationFlight(bool formation) |
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| 63 | { this->formationFlight_ = formation; } |
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| 64 | inline bool getFormationFlight() const |
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| 65 | { return this->formationFlight_; } |
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| 66 | |
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| 67 | inline void setFormationSize(int size) |
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| 68 | { this->maxFormationSize_ = size; } |
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| 69 | inline int getFormationSize() const |
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| 70 | { return this->maxFormationSize_; } |
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| 71 | |
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| 72 | |
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| 73 | inline void setPassive(bool passive) |
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| 74 | { this->passive_ = passive; } |
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| 75 | inline bool getPassive() const |
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| 76 | { return this->passive_; } |
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| 77 | |
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| 78 | inline void setTeam(int team) |
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[8999] | 79 | { this->team_ = team; } |
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[8978] | 80 | inline int getTeam() const |
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| 81 | { return this->team_; } |
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| 82 | |
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| 83 | /** |
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| 84 | @brief Mode of the formation, behaviour of slaves |
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| 85 | Normal-normal behaviour |
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| 86 | Defend-just defend the master |
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| 87 | Attack-leave formation, attack every target |
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[8999] | 88 | */ |
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[8991] | 89 | enum FormationMode {NORMAL,DEFEND,ATTACK}; |
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[8999] | 90 | |
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[8978] | 91 | /** |
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| 92 | @brief Sets the new mode. If master, set it for all slaves. |
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| 93 | */ |
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[8991] | 94 | void setFormationMode(FormationMode val); |
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| 95 | inline FormationMode getFormationMode() const |
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| 96 | { return this->formationMode_; } |
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[8978] | 97 | |
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| 98 | protected: |
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| 99 | bool formationFlight_; |
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| 100 | bool passive_; |
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| 101 | int team_; |
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| 102 | unsigned int maxFormationSize_; |
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| 103 | int freedomCount_; |
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| 104 | enum State {SLAVE, MASTER, FREE}; |
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[8999] | 105 | |
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[8978] | 106 | State state_; |
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| 107 | std::vector<FormationController*> slaves_; |
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| 108 | FormationController* myMaster_; |
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| 109 | |
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[8991] | 110 | FormationMode formationMode_; |
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[8978] | 111 | |
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| 112 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; |
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| 113 | SpecificMasterAction specificMasterAction_; |
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| 114 | int specificMasterActionHoldCount_; |
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| 115 | float speedCounter_; //for speed adjustment when following |
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| 116 | |
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| 117 | void moveToPosition(const Vector3& target); |
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| 118 | void moveToTargetPosition(); |
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[8992] | 119 | void absoluteMoveToPosition(const Vector3& target); |
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[8978] | 120 | void copyOrientation(const Quaternion& orient); |
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| 121 | void copyTargetOrientation(); |
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| 122 | |
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| 123 | void removeFromFormation(); |
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| 124 | void unregisterSlave(); |
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| 125 | void searchNewMaster(); |
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| 126 | void commandSlaves(); |
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| 127 | void setNewMasterWithinFormation(); |
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| 128 | |
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| 129 | void freeSlaves(); |
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| 130 | void forceFreeSlaves(); |
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| 131 | void loseMasterState(); |
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| 132 | void forceFreedom(); |
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| 133 | bool forcedFree(); |
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| 134 | |
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| 135 | void takeLeadOfFormation(); |
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[8999] | 136 | void masterAttacked(Pawn* originator); |
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[8978] | 137 | |
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| 138 | void specificMasterActionHold(); |
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| 139 | void turn180Init(); |
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| 140 | void spinInit(); |
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| 141 | void spin(); |
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| 142 | void turn180(); |
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| 143 | void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); |
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| 144 | void followRandomHumanInit(); |
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| 145 | void follow(); |
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| 146 | |
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| 147 | void setTargetPosition(const Vector3& target); |
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| 148 | void searchRandomTargetPosition(); |
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| 149 | |
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| 150 | void setTargetOrientation(const Quaternion& orient); |
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| 151 | void setTargetOrientation(Pawn* target); |
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| 152 | |
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| 153 | virtual void positionReached() {} |
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| 154 | |
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| 155 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack |
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| 156 | |
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[8999] | 157 | |
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[8978] | 158 | void setTarget(Pawn* target); |
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| 159 | void searchNewTarget(); |
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| 160 | void forgetTarget(); |
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| 161 | |
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| 162 | void targetDied(); |
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[8999] | 163 | |
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[8978] | 164 | bool bHasTargetPosition_; |
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| 165 | Vector3 targetPosition_; |
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| 166 | bool bHasTargetOrientation_; |
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| 167 | Quaternion targetOrientation_; |
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| 168 | |
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| 169 | WeakPtr<Pawn> target_; |
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| 170 | bool bShooting_; |
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| 171 | }; |
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| 172 | |
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| 173 | |
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| 174 | } |
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| 175 | #endif /* _FormationController_h__ */ |
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| 176 | |
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| 177 | |
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