[10863] | 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: |
---|
[10885] | 23 | * Gani Aliguzhinov |
---|
[10863] | 24 | * Co-authors: |
---|
| 25 | * ... |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
| 29 | #ifndef _Actionpoint_H__ |
---|
| 30 | #define _Actionpoint_H__ |
---|
| 31 | |
---|
[10868] | 32 | #include <string> //need string for XML input |
---|
[10863] | 33 | |
---|
[10868] | 34 | #include "core/XMLPort.h" //need XMLPort |
---|
| 35 | #include "worldentities/StaticEntity.h" //this is a child of StaticEntity |
---|
| 36 | |
---|
[10863] | 37 | namespace orxonox |
---|
[10868] | 38 | { |
---|
| 39 | /** |
---|
| 40 | @brief |
---|
| 41 | Actionpoints are used by ActionpointController and all derived classes. |
---|
| 42 | Such classes will execute actions set in Actionpoints. |
---|
| 43 | |
---|
| 44 | In XML file one can pass an array of Actionpoints to a controller. Each |
---|
| 45 | Actionpoint can take action type, string and boolean or |
---|
| 46 | action and two booleans as an argument. |
---|
| 47 | If action is set to fly, Actionpoint's position is assumed to be the desired |
---|
| 48 | location. |
---|
| 49 | Example XML code: |
---|
| 50 | |
---|
[11099] | 51 | @code |
---|
[10868] | 52 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
---|
| 53 | <templates> |
---|
| 54 | <Template link=spaceshipassff /> |
---|
| 55 | </templates> |
---|
| 56 | <controller> |
---|
| 57 | <DivisionController team=0 formationMode="WALL"> |
---|
| 58 | <actionpoints> |
---|
| 59 | <Actionpoint position="0,0,0" action="FLY" /> |
---|
| 60 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="someShipName" /> |
---|
| 61 | <Actionpoint position="-1000,750,-500" action="PROTECT" protectMe=true /> |
---|
| 62 | <Actionpoint position="-1000,750,-500" action="PROTECT" protect="otherShipName" /> |
---|
| 63 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> |
---|
| 64 | </actionpoints> |
---|
| 65 | </DivisionController> |
---|
| 66 | </controller> |
---|
| 67 | </SpaceShip> |
---|
[11099] | 68 | @endcode |
---|
| 69 | |
---|
[10868] | 70 | Example with loops: |
---|
| 71 | |
---|
[11099] | 72 | @code |
---|
[10868] | 73 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
---|
| 74 | <templates> |
---|
| 75 | <Template link=spaceshipassff /> |
---|
| 76 | </templates> |
---|
| 77 | <controller> |
---|
| 78 | <DivisionController team=0 formationMode="finger4"> |
---|
| 79 | <actionpoints> |
---|
| 80 | <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> |
---|
| 81 | <Actionpoint position=" 0,2000,-700" action="FLY" /> |
---|
| 82 | <Actionpoint position="100,2000,-700" action="FLY" /> |
---|
| 83 | <Actionpoint position="100,2000,-600" action="FLY" loopEnd=true /> |
---|
| 84 | </actionpoints> |
---|
| 85 | </DivisionController> |
---|
| 86 | </controller> |
---|
| 87 | </SpaceShip> |
---|
[11099] | 88 | @endcode |
---|
[10868] | 89 | |
---|
[10888] | 90 | One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points |
---|
| 91 | will be included in loop. |
---|
[10868] | 92 | For more information read descriptions of the methods. |
---|
| 93 | */ |
---|
[10863] | 94 | class _OrxonoxExport Actionpoint : public StaticEntity |
---|
| 95 | { |
---|
| 96 | public: |
---|
| 97 | Actionpoint(Context* context); |
---|
[11071] | 98 | virtual ~Actionpoint() = default; |
---|
[10863] | 99 | |
---|
[11071] | 100 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
---|
[10863] | 101 | |
---|
[10868] | 102 | /** @brief Decides what AI will do. @param val action to execute */ |
---|
| 103 | void setActionXML(std::string val) |
---|
| 104 | { this->actionName_ = getUppercase (val); } |
---|
| 105 | std::string getActionXML() const |
---|
| 106 | { return this->actionName_; } |
---|
[10863] | 107 | |
---|
[10868] | 108 | /** @brief Makes AI follow an entity. @param val name of entity to protect */ |
---|
| 109 | void setProtectXML(std::string val) |
---|
| 110 | { this->name_ = val; } |
---|
| 111 | std::string getProtectXML() const |
---|
| 112 | { return this->name_; } |
---|
[10863] | 113 | |
---|
[10868] | 114 | /** @brief Makes AI attack an entity. @param val name of entity to attack */ |
---|
| 115 | void setAttackXML(std::string val) |
---|
| 116 | { this->name_ = val; } |
---|
| 117 | std::string getAttackXML() const |
---|
| 118 | { return this->name_; } |
---|
[10863] | 119 | |
---|
[10868] | 120 | /** @brief Makes AI follow human player. @param c protect Human? */ |
---|
| 121 | void setProtectMeXML(bool c) |
---|
| 122 | { this->bProtectMe_ = c; } |
---|
| 123 | bool getProtectMeXML() const |
---|
| 124 | { return this->bProtectMe_; } |
---|
[10863] | 125 | |
---|
[10868] | 126 | /** @brief Starts a loop of Actionpoints. @param value start loop? */ |
---|
| 127 | void setLoopStart(bool value) |
---|
| 128 | { this->bLoopStart_ = value; } |
---|
| 129 | bool getLoopStart() const |
---|
| 130 | { return this->bLoopStart_; } |
---|
| 131 | /** @brief Ends a loop of Actionpoints. @param value end loop? */ |
---|
| 132 | void setLoopEnd (bool value) |
---|
| 133 | { this->bLoopEnd_ = value; } |
---|
| 134 | bool getLoopEnd() const |
---|
| 135 | { return this->bLoopEnd_; } |
---|
| 136 | |
---|
| 137 | std::string getName() const; |
---|
| 138 | |
---|
| 139 | private: |
---|
| 140 | std::string actionName_; //!< can be set to "FLY", "ATTACK", |
---|
| 141 | //!< "PROTECT", "FIGHT", "FIGHTALL" |
---|
| 142 | //!< or "NONE". |
---|
| 143 | |
---|
| 144 | std::string name_; //!< name of the ship that is to be |
---|
| 145 | //!< attacked or protected. |
---|
| 146 | |
---|
| 147 | bool bLoopStart_; //!< if true, this and all following Actionpoints |
---|
| 148 | //!< until the first Actionpoint with bLoopEnd_ |
---|
| 149 | //!< set to true are executed in a loop. |
---|
| 150 | |
---|
| 151 | bool bLoopEnd_; //!< if true, this is the last element of |
---|
| 152 | //!< a loop started by loopStart=true argument |
---|
| 153 | |
---|
| 154 | bool bProtectMe_; //!< if player is to be protected, |
---|
| 155 | //!< instead of passing name, one has |
---|
| 156 | //!< to set protectMe to true. |
---|
[10863] | 157 | }; |
---|
| 158 | } |
---|
| 159 | |
---|
| 160 | #endif /* _Actionpoint_H__ */ |
---|