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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10731

Last change on this file since 10731 was 10731, checked in by gania, 9 years ago

added a little bit of firing functionality

File size: 2.9 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 _CommonController_H__
30#define _CommonController_H__
31
32
33#include "controllers/Controller.h"
34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36
37
38namespace orxonox
39{
40    class _OrxonoxExport CommonController : public Controller
41    {
42        public:
43
44            static const float ACTION_INTERVAL = 1.0f;
45
46
47            CommonController(Context* context);
48            virtual ~CommonController();
49
50
51
52            enum FormationMode { VEE, FINGER4, DIAMOND, WALL };
53            virtual void setFormationMode(FormationMode val)
54                { this->formationMode_ = val; }
55            inline FormationMode getFormationMode() const
56                { return this->formationMode_; }
57
58            enum Rank { NONE, SECTIONLEADER, DIVISIONLEADER, WINGMAN };
59            virtual void setRank(Rank val)
60                { this->rank_ = val; }
61            inline Rank getRank() const
62                { return this->rank_; }
63
64
65
66
67            virtual bool setWingman(CommonController* wingman);
68            virtual bool hasWingman();
69
70
71            void setTargetOrientation(const Quaternion& orient);
72            void setTargetOrientation(ControllableEntity* target);
73            void setTargetPosition(const Vector3& target);
74
75            /*void spin();
76            void turn180();*/
77
78
79        protected:
80
81            void moveToPosition(const Vector3& target);
82            void moveToTargetPosition();
83
84
85            void copyOrientation(const Quaternion& orient);
86            void copyTargetOrientation();
87
88            void doFire();
89            void aimAtTarget();
90            bool isLookingAtTarget(float angle) const;
91
92            bool bHasTargetPosition_;
93            Vector3 targetPosition_;
94            bool bHasTargetOrientation_;
95            Quaternion targetOrientation_;
96
97
98            WeakPtr<ControllableEntity> target_;
99            bool bShooting_;
100
101
102            FormationMode formationMode_;
103            Rank rank_;
104
105
106         
107        private:
108           
109               
110    };
111}
112
113#endif /* _CommonController_H__ */
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