| 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 | *      ... | 
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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 _FormationController_h__ | 
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| 30 | #define _FormationController_h__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 |  | 
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| 34 | #include <vector> | 
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| 35 | #include "core/class/Super.h" | 
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| 36 |  | 
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| 37 | #include "util/Math.h" | 
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| 38 | #include "controllers/Controller.h" | 
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| 39 | #include "worldentities/ControllableEntity.h" | 
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| 40 |  | 
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| 41 |  | 
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| 42 | namespace orxonox { | 
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| 43 |  | 
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| 44 | class _OrxonoxExport FormationController : public Controller | 
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| 45 | { | 
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| 46 |  | 
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| 47 | public: | 
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| 48 | FormationController(Context* context); | 
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| 49 |  | 
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| 50 | virtual ~FormationController(); | 
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| 51 |  | 
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| 52 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 53 |  | 
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| 54 |  | 
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| 55 | static void formationflight(const bool form); | 
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| 56 | static void masteraction(const int action); | 
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| 57 | static void followme(); | 
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| 58 | static void passivebehaviour(const bool passive); | 
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| 59 | static void formationsize(const int size); | 
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| 60 | void setNewMasterWithinFormation(FormationController* newMaster); | 
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| 61 |  | 
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| 62 | inline void setFormationFlight(bool formation) | 
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| 63 | { this->formationFlight_ = formation; } | 
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| 64 | inline bool getFormationFlight() const | 
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| 65 | { return this->formationFlight_; } | 
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| 66 |  | 
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| 67 | inline void setFormationSize(int size) | 
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| 68 | { this->maxFormationSize_ = size; } | 
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| 69 | inline int getFormationSize() const | 
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| 70 | { return this->maxFormationSize_; } | 
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| 71 |  | 
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| 72 |  | 
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| 73 | inline void setPassive(bool passive) | 
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| 74 | { this->passive_ = passive; } | 
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| 75 | inline bool getPassive() const | 
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| 76 | { return this->passive_; } | 
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| 77 |  | 
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| 78 |  | 
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| 79 |  | 
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| 80 | /** | 
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| 81 | @brief Mode of the formation, behaviour of slaves | 
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| 82 | Normal-normal behaviour | 
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| 83 | Defend-just defend the master | 
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| 84 | Attack-leave formation, attack every target | 
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| 85 | */ | 
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| 86 | enum FormationMode {NORMAL,DEFEND,ATTACK}; | 
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| 87 |  | 
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| 88 | /** | 
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| 89 | @brief Sets the new mode. If master, set it for all slaves. | 
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| 90 | */ | 
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| 91 | void setFormationMode(FormationMode val); | 
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| 92 | inline FormationMode getFormationMode() const | 
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| 93 | { return this->formationMode_; } | 
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| 94 |  | 
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| 95 | virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); | 
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| 96 |  | 
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| 97 | FormationController* getMaster( void ) { return myMaster_; } | 
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| 98 | FormationController* getController( void ) { return this; } | 
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| 99 | FormationController* getSlave( void ) { return this->slaves_.back(); } | 
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| 100 |  | 
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| 101 | protected: | 
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| 102 | bool formationFlight_; | 
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| 103 | bool passive_; | 
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| 104 | unsigned int maxFormationSize_; | 
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| 105 | int freedomCount_; | 
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| 106 | enum State {SLAVE, MASTER, FREE}; | 
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| 107 |  | 
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| 108 | State state_; | 
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| 109 | std::vector<FormationController*> slaves_; | 
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| 110 | FormationController* myMaster_; | 
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| 111 |  | 
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| 112 | FormationMode formationMode_; | 
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| 113 |  | 
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| 114 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; | 
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| 115 | SpecificMasterAction specificMasterAction_; | 
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| 116 | int specificMasterActionHoldCount_; | 
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| 117 | float speedCounter_; //for speed adjustment when following | 
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| 118 |  | 
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| 119 | void moveToPosition(const Vector3& target); | 
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| 120 | void moveToTargetPosition(); | 
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| 121 | void absoluteMoveToPosition(const Vector3& target); | 
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| 122 | void copyOrientation(const Quaternion& orient); | 
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| 123 | void copyTargetOrientation(); | 
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| 124 |  | 
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| 125 | void removeFromFormation(); | 
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| 126 | void unregisterSlave(); | 
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| 127 | void searchNewMaster(); | 
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| 128 | void commandSlaves(); | 
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| 129 | void takeLeadOfFormation(); | 
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| 130 | void loseMasterState(); | 
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| 131 | void setNewMasterWithinFormation(); | 
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| 132 |  | 
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| 133 | void freeSlaves(); | 
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| 134 | void forceFreeSlaves(); | 
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| 135 | void forceFreedom(); | 
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| 136 | bool forcedFree(); | 
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| 137 |  | 
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| 138 | void masterAttacked(Pawn* originator); | 
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| 139 |  | 
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| 140 | void specificMasterActionHold(); | 
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| 141 | void turn180Init(); | 
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| 142 | void spinInit(); | 
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| 143 | void spin(); | 
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| 144 | void turn180(); | 
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| 145 | void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); | 
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| 146 | void followRandomHumanInit(); | 
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| 147 | void follow(); | 
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| 148 |  | 
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| 149 | void setTargetPosition(const Vector3& target); | 
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| 150 | void searchRandomTargetPosition(); | 
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| 151 |  | 
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| 152 | void setTargetOrientation(const Quaternion& orient); | 
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| 153 | void setTargetOrientation(Pawn* target); | 
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| 154 |  | 
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| 155 | virtual void positionReached() {} | 
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| 156 |  | 
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| 157 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack | 
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| 158 |  | 
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| 159 |  | 
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| 160 | void setTarget(Pawn* target); | 
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| 161 |  | 
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| 162 | void searchNewTarget(); | 
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| 163 | void forgetTarget(); | 
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| 164 |  | 
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| 165 | void targetDied(); | 
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| 166 |  | 
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| 167 | bool bHasTargetPosition_; | 
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| 168 | Vector3 targetPosition_; | 
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| 169 | bool bHasTargetOrientation_; | 
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| 170 | Quaternion targetOrientation_; | 
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| 171 |  | 
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| 172 | WeakPtr<Pawn> target_; | 
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| 173 | bool bShooting_; | 
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| 174 | }; | 
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| 175 |  | 
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| 176 |  | 
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| 177 | } | 
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| 178 | #endif /* _FormationController_h__ */ | 
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| 179 |  | 
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| 180 |  | 
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