[2362] | 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 _ArtificialController_H__ |
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| 30 | #define _ArtificialController_H__ |
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| 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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| 33 | |
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[6888] | 34 | #include <vector> |
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| 35 | |
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[3196] | 36 | #include "util/Math.h" |
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[2362] | 37 | #include "Controller.h" |
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[6978] | 38 | #include "controllers/NewHumanController.h" |
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[2362] | 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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[5929] | 42 | class _OrxonoxExport ArtificialController : public Controller |
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[2362] | 43 | { |
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| 44 | public: |
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| 45 | ArtificialController(BaseObject* creator); |
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| 46 | virtual ~ArtificialController(); |
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[6417] | 47 | |
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[6888] | 48 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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[6601] | 49 | |
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[5929] | 50 | void abandonTarget(Pawn* target); |
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[2362] | 51 | |
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[6795] | 52 | inline void setTeam(int team) |
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[6601] | 53 | { this->team_ = team; } |
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| 54 | inline int getTeam() const |
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| 55 | { return this->team_; } |
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[6919] | 56 | inline void setFormationFlight(bool formation) |
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| 57 | { this->formationFlight_ = formation; } |
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| 58 | inline bool getFormationFlight() const |
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| 59 | { return this->formationFlight_; } |
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[6850] | 60 | virtual void changedControllableEntity(); |
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[6601] | 61 | |
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[6958] | 62 | static void formationflight(bool form); |
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| 63 | static void masteraction(int action); |
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[6978] | 64 | static void followme(); |
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[6986] | 65 | static void passivebehaviour(bool passive); |
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| 66 | static void formationsize(int size); |
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[6601] | 67 | |
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[5929] | 68 | protected: |
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[6850] | 69 | |
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| 70 | int team_; |
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[6919] | 71 | bool formationFlight_; |
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[6986] | 72 | bool passive_; |
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| 73 | int maxFormationSize_; |
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[6850] | 74 | int freedomCount_; |
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| 75 | enum State {SLAVE, MASTER, FREE}; |
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| 76 | State state_; |
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[6888] | 77 | std::vector<ArtificialController*> slaves_; |
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[6919] | 78 | ArtificialController *myMaster_; |
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[6978] | 79 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOWHUMAN}; |
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[6919] | 80 | SpecificMasterAction specificMasterAction_; |
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| 81 | int specificMasterActionHoldCount_; |
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[6978] | 82 | Pawn* humanToFollow_; |
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[6850] | 83 | |
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[5929] | 84 | void targetDied(); |
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[2362] | 85 | |
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[3049] | 86 | void moveToPosition(const Vector3& target); |
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| 87 | void moveToTargetPosition(); |
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| 88 | |
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[6640] | 89 | int getState(); |
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[6850] | 90 | |
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[6695] | 91 | void unregisterSlave(); |
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[6640] | 92 | void searchNewMaster(); |
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[6683] | 93 | void commandSlaves(); |
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[6795] | 94 | void setNewMasterWithinFormation(); |
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[6978] | 95 | |
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[6850] | 96 | void freeSlaves(); |
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| 97 | void forceFreeSlaves(); |
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[6696] | 98 | void loseMasterState(); |
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[6850] | 99 | void forceFreedom(); |
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| 100 | bool forcedFree(); |
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[6978] | 101 | |
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[6919] | 102 | void specificMasterActionHold(); |
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| 103 | void turn180(); |
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| 104 | void spin(); |
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[6978] | 105 | void followHuman(Pawn* humanController, bool always); |
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[6640] | 106 | |
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[3049] | 107 | void setTargetPosition(const Vector3& target); |
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[2362] | 108 | void searchRandomTargetPosition(); |
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[3049] | 109 | |
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| 110 | void setTarget(Pawn* target); |
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[2362] | 111 | void searchNewTarget(); |
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| 112 | void forgetTarget(); |
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| 113 | void aimAtTarget(); |
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| 114 | |
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| 115 | bool isCloseAtTarget(float distance) const; |
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| 116 | bool isLookingAtTarget(float angle) const; |
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| 117 | |
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[3049] | 118 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack |
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| 119 | |
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[2362] | 120 | bool bHasTargetPosition_; |
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| 121 | Vector3 targetPosition_; |
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[5929] | 122 | WeakPtr<Pawn> target_; |
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[2362] | 123 | bool bShooting_; |
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| 124 | |
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| 125 | private: |
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| 126 | }; |
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| 127 | } |
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| 128 | |
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| 129 | #endif /* _ArtificialController_H__ */ |
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