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source: code/branches/shaders_merge/src/orxonox/controllers/DivisionController.cc @ 11074

Last change on this file since 11074 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 4.0 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 || !this->getControllableEntity() || !this->isActive())
60            return;
61       
62        ActionpointController::action();
63        if (!this || !this->getControllableEntity())
64            return;
65        if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()))
66        {
67            //when this dies, its follower will execute all its actionpoints, if follower dies before this, wingman will do this
68            if (this->myFollower_)
69            {
70                this->myFollower_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
71            }
72            else if (this->myWingman_)
73            {
74                this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
75            }   
76        }
77
78       
79    }
80    //I wanted to do it different here, but at this point I think nothing will change if I delete that method
81    void DivisionController::stayNearProtect()
82    {
83        ActionpointController::stayNearProtect();
84    }
85   
86    bool DivisionController::setWingman(ActionpointController* newWingman)
87    {
88        if (!this->myWingman_)
89        {
90            this->myWingman_ = newWingman;
91            if (!this->hasFollower())
92                newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
93            return true;
94        }
95        else
96        {
97            return false;
98        }
99    }
100    bool DivisionController::setFollower(ActionpointController* newFollower)
101    {
102        if (!this->myFollower_)
103        {
104            this->myFollower_ = newFollower;
105            if (this->hasWingman())
106            {
107                this->myWingman_->takeActionpoints (std::vector<Point>(), std::vector<Point>(), false);
108            }
109
110            newFollower->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);
111           
112            return true;
113        }
114        else
115        {
116            return false;
117        }
118    }
119    bool DivisionController::hasWingman()
120    {
121        if (this->myWingman_)
122            return true;
123        else
124            return false;
125    }
126    bool DivisionController::hasFollower()
127    {
128        if (this->myFollower_)
129            return true;
130       
131        return false;
132    }
133
134}
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