/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Gani Aliguzhinov * Co-authors: * ... * */ #include "MasterController.h" #include "controllers/ActionpointController.h" namespace orxonox { RegisterClass(MasterController); //Leaders share the fact that they have Wingmans MasterController::MasterController(Context* context) : Controller(context) { RegisterObject(MasterController); this->controllers_.clear(); this->numberOfTicksPassedSinceLastActionCall_ = 0; this->indexOfCurrentController_ = 0; this->ticks_ = 0; } MasterController::~MasterController() { this->controllers_.clear(); } /*HACK*/ //the whole idea is a hack void MasterController::tick(float dt) { if (!this->isActive()) return; ++this->ticks_; if (this->ticks_ == 1) { //fill the vector in the first tick for (ActionpointController* controller : ObjectList()) { //----0ptr?---- if (!controller) continue; this->controllers_.push_back(controller); } } else { if (this->controllers_.empty()) return; //iterate over vecotr with the index, keep index in boundaries if (this->indexOfCurrentController_ >= this->controllers_.size()) { this->indexOfCurrentController_ = 0; } //each 9 ticks index is incremented if (this->numberOfTicksPassedSinceLastActionCall_ >= 9) { this->numberOfTicksPassedSinceLastActionCall_ = 0; } if (this->numberOfTicksPassedSinceLastActionCall_ > 0) { if (this->numberOfTicksPassedSinceLastActionCall_ == 3) { //check if 0ptr if (!this->controllers_.at(this->indexOfCurrentController_)) { this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); return; } //call maneuver for current index this->controllers_.at(this->indexOfCurrentController_)->maneuver(); } else if (this->numberOfTicksPassedSinceLastActionCall_ == 6) { //check if 0ptr if (!this->controllers_.at(this->indexOfCurrentController_)) { this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); return; } //call canFire for current index this->controllers_.at(this->indexOfCurrentController_)->bShooting_ = this->controllers_.at(this->indexOfCurrentController_)->canFire(); } ++this->numberOfTicksPassedSinceLastActionCall_; } else { //check if 0ptr if (!this->controllers_.at(this->indexOfCurrentController_)) { this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_); return; } //call action for current index this->controllers_.at(this->indexOfCurrentController_)->action(); //bCopyOrientation makes ship oscillate like crazy if set to true all the time.s this->controllers_.at(this->indexOfCurrentController_)->bCopyOrientation_ = this->ticks_ % 3 == 0; ++this->numberOfTicksPassedSinceLastActionCall_; ++this->indexOfCurrentController_; } } } }