/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * ... * Co-authors: * ... * */ #ifndef _FormationController_h__ #define _FormationController_h__ #include "OrxonoxPrereqs.h" #include #include "core/Super.h" #include "util/Math.h" #include "core/OrxonoxClass.h" #include "controllers/Controller.h" #include "worldentities/ControllableEntity.h" namespace orxonox { class _OrxonoxExport FormationController : public Controller { public: FormationController(BaseObject* creator); virtual ~FormationController(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); static void formationflight(const bool form); static void masteraction(const int action); static void followme(); static void passivebehaviour(const bool passive); static void formationsize(const int size); void setNewMasterWithinFormation(FormationController* newMaster); inline void setFormationFlight(bool formation) { this->formationFlight_ = formation; } inline bool getFormationFlight() const { return this->formationFlight_; } inline void setFormationSize(int size) { this->maxFormationSize_ = size; } inline int getFormationSize() const { return this->maxFormationSize_; } inline void setPassive(bool passive) { this->passive_ = passive; } inline bool getPassive() const { return this->passive_; } inline void setTeam(int team) { this->team_ = team; } inline int getTeam() const { return this->team_; } /** @brief Mode of the formation, behaviour of slaves Normal-normal behaviour Defend-just defend the master Attack-leave formation, attack every target */ enum FormationMode {NORMAL,DEFEND,ATTACK}; /** @brief Sets the new mode. If master, set it for all slaves. */ void setFormationMode(FormationMode val); inline FormationMode getFormationMode() const { return this->formationMode_; } virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); FormationController* getMaster( void ) { return myMaster_; } FormationController* getController( void ) { return this; } FormationController* getSlave( void ) { return this->slaves_.back(); } protected: bool formationFlight_; bool passive_; int team_; unsigned int maxFormationSize_; int freedomCount_; enum State {SLAVE, MASTER, FREE}; State state_; std::vector slaves_; FormationController* myMaster_; FormationMode formationMode_; enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; SpecificMasterAction specificMasterAction_; int specificMasterActionHoldCount_; float speedCounter_; //for speed adjustment when following void moveToPosition(const Vector3& target); void moveToTargetPosition(); void absoluteMoveToPosition(const Vector3& target); void copyOrientation(const Quaternion& orient); void copyTargetOrientation(); void removeFromFormation(); void unregisterSlave(); void searchNewMaster(); void commandSlaves(); void takeLeadOfFormation(); void loseMasterState(); void setNewMasterWithinFormation(); void freeSlaves(); void forceFreeSlaves(); void forceFreedom(); bool forcedFree(); void masterAttacked(Pawn* originator); void specificMasterActionHold(); void turn180Init(); void spinInit(); void spin(); void turn180(); void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); void followRandomHumanInit(); void follow(); void setTargetPosition(const Vector3& target); void searchRandomTargetPosition(); void setTargetOrientation(const Quaternion& orient); void setTargetOrientation(Pawn* target); virtual void positionReached() {} static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack void setTarget(Pawn* target); void searchNewTarget(); void forgetTarget(); void targetDied(); bool bHasTargetPosition_; Vector3 targetPosition_; bool bHasTargetOrientation_; Quaternion targetOrientation_; WeakPtr target_; bool bShooting_; }; } #endif /* _FormationController_h__ */