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source: code/branches/presentationHS15/src/orxonox/controllers/DivisionController.cc @ 11026

Last change on this file since 11026 was 11026, checked in by landauf, 8 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "DivisionController.h"
30#include "infos/PlayerInfo.h"
31
32namespace orxonox
33{
34
35    RegisterClass(DivisionController);
36
37    //Leaders share the fact that they have Wingmans
38    DivisionController::DivisionController(Context* context) : ActionpointController(context)
39    {
40        RegisterObject(DivisionController);
41        this->setFormationMode(FormationMode::DIAMOND);
42        this->target_ = 0;
43        this->myFollower_ = 0;
44        this->myWingman_ = 0;
45    }
46
47    DivisionController::~DivisionController()
48    {
49        for (size_t i = 0; i < this->actionpoints_.size(); ++i)
50        {
51            if(this->actionpoints_[i])
52                this->actionpoints_[i]->destroy();
53        }
54        this->parsedActionpoints_.clear();
55        this->actionpoints_.clear();
56    } 
57
58    void DivisionController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
59    {
60        SUPER(DivisionController, XMLPort, xmlelement, mode);
61       
62    }
63    void DivisionController::tick(float dt)
64    {   
65        if (!this->isActive())
66            return;   
67       
68        SUPER(DivisionController, tick, dt);
69       
70    }
71    void DivisionController::action()
72    {   
73        if (!this || !this->getControllableEntity() || !this->isActive())
74            return;
75       
76        ActionpointController::action();
77        if (!this || !this->getControllableEntity())
78            return;
79        if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()))
80        {
81            //when this dies, its follower will execute all its actionpoints, if follower dies before this, wingman will do this
82            if (this->myFollower_)
83            {
84                this->myFollower_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
85            }
86            else if (this->myWingman_)
87            {
88                this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
89            }   
90        }
91
92       
93    }
94    //I wanted to do it different here, but at this point I think nothing will change if I delete that method
95    void DivisionController::stayNearProtect()
96    {
97        ActionpointController::stayNearProtect();
98    }
99   
100    bool DivisionController::setWingman(ActionpointController* newWingman)
101    {
102        if (!this->myWingman_)
103        {
104            this->myWingman_ = newWingman;
105            if (!this->hasFollower())
106                newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
107            return true;
108        }
109        else
110        {
111            return false;
112        }
113    }
114    bool DivisionController::setFollower(ActionpointController* newFollower)
115    {
116        if (!this->myFollower_)
117        {
118            this->myFollower_ = newFollower;
119            if (this->hasWingman())
120            {
121                this->myWingman_->takeActionpoints (std::vector<Point>(), std::vector<Point>(), false);
122            }
123
124            newFollower->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
125           
126            return true;
127        }
128        else
129        {
130            return false;
131        }
132    }
133    bool DivisionController::hasWingman()
134    {
135        if (this->myWingman_)
136            return true;
137        else
138            return false;
139    }
140    bool DivisionController::hasFollower()
141    {
142        if (this->myFollower_)
143            return true;
144       
145        return false;
146    }
147
148}
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