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 (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>::begin(); it; ++it) |
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61 | { |
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62 | //----0ptr?---- |
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63 | if (!it) |
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64 | continue; |
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65 | this->controllers_.push_back(*it); |
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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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