| 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 "DivisionController.h" | 
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| 30 | #include "infos/PlayerInfo.h" | 
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| 31 |  | 
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| 32 | namespace orxonox | 
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| 33 | { | 
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| 34 |  | 
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| 35 |     RegisterClass(DivisionController); | 
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| 36 |  | 
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| 37 |     //Leaders share the fact that they have Wingmans | 
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| 38 |     DivisionController::DivisionController(Context* context) : ActionpointController(context) | 
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| 39 |     { | 
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| 40 |         RegisterObject(DivisionController); | 
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| 41 |         this->setFormationMode(FormationMode::DIAMOND); | 
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| 42 |         this->target_ = 0; | 
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| 43 |         this->myFollower_ = 0; | 
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| 44 |         this->myWingman_ = 0; | 
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| 45 |     } | 
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| 46 |  | 
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| 47 |     DivisionController::~DivisionController() | 
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| 48 |     { | 
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| 49 |         for (size_t i = 0; i < this->actionpoints_.size(); ++i) | 
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| 50 |         { | 
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| 51 |             if(this->actionpoints_[i]) | 
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| 52 |                 this->actionpoints_[i]->destroy(); | 
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| 53 |         } | 
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| 54 |         this->parsedActionpoints_.clear(); | 
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| 55 |         this->actionpoints_.clear(); | 
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| 56 |     }  | 
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| 57 |  | 
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| 58 |     void DivisionController::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 59 |     { | 
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| 60 |         SUPER(DivisionController, XMLPort, xmlelement, mode); | 
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| 61 |          | 
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| 62 |     } | 
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| 63 |     void DivisionController::tick(float dt) | 
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| 64 |     {    | 
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| 65 |         if (!this->isActive()) | 
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| 66 |             return;    | 
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| 67 |          | 
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| 68 |         SUPER(DivisionController, tick, dt); | 
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| 69 |          | 
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| 70 |     } | 
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| 71 |     void DivisionController::action() | 
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| 72 |     {    | 
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| 73 |         if (!this || !this->getControllableEntity() || !this->isActive()) | 
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| 74 |             return; | 
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| 75 |          | 
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| 76 |         ActionpointController::action(); | 
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| 77 |         if (!this || !this->getControllableEntity()) | 
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| 78 |             return; | 
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| 79 |         if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) | 
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| 80 |         { | 
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| 81 |             //when this dies, its follower will execute all its actionpoints, if follower dies before this, wingman will do this | 
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| 82 |             if (this->myFollower_) | 
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| 83 |             { | 
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| 84 |                 this->myFollower_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
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| 85 |             } | 
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| 86 |             else if (this->myWingman_) | 
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| 87 |             { | 
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| 88 |                 this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
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| 89 |             }     | 
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| 90 |         } | 
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| 91 |  | 
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| 92 |          | 
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| 93 |     } | 
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| 94 |     //I wanted to do it different here, but at this point I think nothing will change if I delete that method | 
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| 95 |     void DivisionController::stayNearProtect() | 
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| 96 |     { | 
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| 97 |         ActionpointController::stayNearProtect(); | 
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| 98 |     } | 
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| 99 |      | 
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| 100 |     bool DivisionController::setWingman(ActionpointController* newWingman) | 
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| 101 |     { | 
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| 102 |         if (!this->myWingman_) | 
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| 103 |         { | 
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| 104 |             this->myWingman_ = newWingman; | 
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| 105 |             if (!this->hasFollower()) | 
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| 106 |                 newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
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| 107 |             return true; | 
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| 108 |         } | 
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| 109 |         else | 
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| 110 |         { | 
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| 111 |             return false; | 
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| 112 |         } | 
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| 113 |     } | 
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| 114 |     bool DivisionController::setFollower(ActionpointController* newFollower) | 
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| 115 |     { | 
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| 116 |         if (!this->myFollower_) | 
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| 117 |         { | 
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| 118 |             this->myFollower_ = newFollower; | 
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| 119 |             if (this->hasWingman()) | 
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| 120 |             { | 
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| 121 |                 this->myWingman_->takeActionpoints (std::vector<Point>(), std::vector<Point>(), false); | 
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| 122 |             } | 
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| 123 |  | 
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| 124 |             newFollower->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
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| 125 |              | 
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| 126 |             return true; | 
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| 127 |         } | 
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| 128 |         else | 
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| 129 |         { | 
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| 130 |             return false; | 
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| 131 |         } | 
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| 132 |     } | 
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| 133 |     bool DivisionController::hasWingman() | 
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| 134 |     { | 
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| 135 |         if (this->myWingman_) | 
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| 136 |             return true; | 
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| 137 |         else | 
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| 138 |             return false; | 
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| 139 |     } | 
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| 140 |     bool DivisionController::hasFollower() | 
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| 141 |     { | 
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| 142 |         if (this->myFollower_) | 
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| 143 |             return true; | 
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| 144 |          | 
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| 145 |         return false; | 
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| 146 |     } | 
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| 147 |  | 
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| 148 | } | 
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