| 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 | #include "MasterController.h" | 
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| 30 | #include "controllers/ActionpointController.h" | 
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| 31 | namespace orxonox | 
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| 32 | { | 
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| 33 |  | 
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| 34 |     RegisterClass(MasterController); | 
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| 35 |  | 
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| 36 |     //Leaders share the fact that they have Wingmans | 
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| 37 |     MasterController::MasterController(Context* context) : Controller(context) | 
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| 38 |     { | 
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| 39 |         RegisterObject(MasterController); | 
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| 40 |         this->controllers_.clear(); | 
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| 41 |         this->numberOfTicksPassedSinceLastActionCall_ = 0; | 
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| 42 |         this->indexOfCurrentController_ = 0; | 
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| 43 |         this->ticks_ = 0; | 
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| 44 |     } | 
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| 45 |  | 
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| 46 |     MasterController::~MasterController() | 
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| 47 |     { | 
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| 48 |         this->controllers_.clear(); | 
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| 49 |     }  | 
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| 50 |     /*HACK*/ | 
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| 51 |     //the whole idea is a hack | 
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| 52 |     void MasterController::tick(float dt) | 
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| 53 |     {    | 
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| 54 |         if (!this->isActive()) | 
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| 55 |             return;   | 
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| 56 |         ++this->ticks_; | 
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| 57 |         if (this->ticks_ == 1) | 
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| 58 |         { | 
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| 59 |             //fill the vector in the first tick | 
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| 60 |             for (ActionpointController* controller : ObjectList<ActionpointController>()) | 
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| 61 |             { | 
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| 62 |                 //----0ptr?---- | 
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| 63 |                 if (!controller) | 
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| 64 |                     continue; | 
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| 65 |                 this->controllers_.push_back(controller); | 
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| 66 |             } | 
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| 67 |         } | 
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| 68 |         else | 
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| 69 |         { | 
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| 70 |             if (this->controllers_.empty()) | 
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| 71 |                 return; | 
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| 72 |  | 
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| 73 |             //iterate over vecotr with the index, keep index in boundaries  | 
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| 74 |             if (this->indexOfCurrentController_ >= this->controllers_.size()) | 
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| 75 |             { | 
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| 76 |                 this->indexOfCurrentController_ = 0; | 
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| 77 |             } | 
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| 78 |             //each 9 ticks index is incremented | 
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| 79 |             if (this->numberOfTicksPassedSinceLastActionCall_ >= 9) | 
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| 80 |             { | 
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| 81 |                 this->numberOfTicksPassedSinceLastActionCall_ = 0; | 
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| 82 |             } | 
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| 83 |  | 
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| 84 |             if (this->numberOfTicksPassedSinceLastActionCall_ > 0) | 
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| 85 |             { | 
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| 86 |                 if (this->numberOfTicksPassedSinceLastActionCall_ == 3) | 
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| 87 |                 { | 
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| 88 |                     //check if 0ptr | 
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| 89 |                     if (!this->controllers_.at(this->indexOfCurrentController_)) | 
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| 90 |                     { | 
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| 91 |                         this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); | 
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| 92 |                         return; | 
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| 93 |                     } | 
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| 94 |                     //call maneuver for current index | 
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| 95 |                     this->controllers_.at(this->indexOfCurrentController_)->maneuver(); | 
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| 96 |                 } | 
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| 97 |                 else if (this->numberOfTicksPassedSinceLastActionCall_ == 6) | 
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| 98 |                 { | 
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| 99 |                     //check if 0ptr | 
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| 100 |                     if (!this->controllers_.at(this->indexOfCurrentController_)) | 
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| 101 |                     { | 
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| 102 |                         this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); | 
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| 103 |                         return; | 
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| 104 |                     } | 
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| 105 |                     //call canFire for current index | 
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| 106 |                     this->controllers_.at(this->indexOfCurrentController_)->bShooting_ = this->controllers_.at(this->indexOfCurrentController_)->canFire();    | 
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| 107 |                 } | 
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| 108 |                 ++this->numberOfTicksPassedSinceLastActionCall_; | 
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| 109 |             } | 
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| 110 |             else | 
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| 111 |             { | 
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| 112 |                 //check if 0ptr | 
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| 113 |                 if (!this->controllers_.at(this->indexOfCurrentController_)) | 
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| 114 |                 { | 
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| 115 |                     this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); | 
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| 116 |                     return; | 
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| 117 |                 } | 
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| 118 |                 //call action for current index | 
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| 119 |                 this->controllers_.at(this->indexOfCurrentController_)->action();    | 
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| 120 |                   | 
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| 121 |                 //bCopyOrientation makes ship oscillate like crazy if set to true all the time.s | 
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| 122 |                 this->controllers_.at(this->indexOfCurrentController_)->bCopyOrientation_ = this->ticks_ % 3 == 0; | 
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| 123 |  | 
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| 124 |                 ++this->numberOfTicksPassedSinceLastActionCall_; | 
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| 125 |                 ++this->indexOfCurrentController_; | 
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| 126 |             } | 
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| 127 |         } | 
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| 128 |     } | 
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| 129 | } | 
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