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source: code/branches/mergeFS18/src/orxonox/controllers/DivisionController.cc @ 12398

Last change on this file since 12398 was 11083, checked in by muemart, 9 years ago

Fix some clang-tidy warnings.
Also, Serialise.h was doing some C-style casts that ended up being const casts. I moved those const casts as close to the source as possible and changed the loadAndIncrease functions to not do that.

  • Property svn:eol-style set to native
File size: 3.9 KB
Line 
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_ = nullptr;
43        this->myFollower_ = nullptr;
44        this->myWingman_ = nullptr;
45    }
46
47    DivisionController::~DivisionController()
48    {
49        for (WorldEntity* actionpoint : this->actionpoints_)
50        {
51            if (actionpoint)
52                actionpoint->destroy();
53        }
54        this->parsedActionpoints_.clear();
55        this->actionpoints_.clear();
56    } 
57    void DivisionController::action()
58    {   
59        if (!this->getControllableEntity() || !this->isActive())
60            return;
61       
62        ActionpointController::action();
63        if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()))
64        {
65            //when this dies, its follower will execute all its actionpoints, if follower dies before this, wingman will do this
66            if (this->myFollower_)
67            {
68                this->myFollower_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
69            }
70            else if (this->myWingman_)
71            {
72                this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
73            }   
74        }
75
76       
77    }
78    //I wanted to do it different here, but at this point I think nothing will change if I delete that method
79    void DivisionController::stayNearProtect()
80    {
81        ActionpointController::stayNearProtect();
82    }
83   
84    bool DivisionController::setWingman(ActionpointController* newWingman)
85    {
86        if (!this->myWingman_)
87        {
88            this->myWingman_ = newWingman;
89            if (!this->hasFollower())
90                newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
91            return true;
92        }
93        else
94        {
95            return false;
96        }
97    }
98    bool DivisionController::setFollower(ActionpointController* newFollower)
99    {
100        if (!this->myFollower_)
101        {
102            this->myFollower_ = newFollower;
103            if (this->hasWingman())
104            {
105                this->myWingman_->takeActionpoints (std::vector<Point>(), std::vector<Point>(), false);
106            }
107
108            newFollower->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
109           
110            return true;
111        }
112        else
113        {
114            return false;
115        }
116    }
117    bool DivisionController::hasWingman()
118    {
119        if (this->myWingman_)
120            return true;
121        else
122            return false;
123    }
124    bool DivisionController::hasFollower()
125    {
126        if (this->myFollower_)
127            return true;
128       
129        return false;
130    }
131
132}
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