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