| 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 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Simon Miescher |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /* |
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| 30 | |
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| 31 | @file |
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| 32 | @author remartin |
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| 33 | @brief An asteroid which can be destroyed. Some smaller asteroids are created and a pickup spawns. |
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| 34 | |
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| 35 | HANDBUCH: |
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| 36 | o Die Collision Shape kann nur im Konstruktor hinzugefügt werden. Die XML-Argumente werden aber erst nach dem Konstruktor gesetzt. |
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| 37 | Darum wird hier beim ersten Aufruf der tick()-Methode via putStuff() ein komplett neuer Asteroid generiert und der alte zerstört. |
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| 38 | o im Level-File includes/pickups.oxi importieren. |
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| 39 | |
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| 40 | OFFEN/Weiterentwicklung: |
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| 41 | o @TODO Add resource pickups. |
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| 42 | --> data_extern/images/effects: PNG's für die Pickups |
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| 43 | --> https://www.orxonox.net/jenkins/view/Management/job/orxonox_doxygen_trunk/javadoc/group___pickup.html |
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| 44 | |
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| 45 | o Density doesn't add up to 1... |
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| 46 | o Does collision damage work properly |
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| 47 | o Add sound effect (crunching etc. ) (No sound in space...) |
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| 48 | o Explosion parts |
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| 49 | |
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| 50 | ANDERORTS VERÄNDERTE SACHEN: |
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| 51 | Pickup-Zeug: |
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| 52 | o Pickup.h: createSpawner() neu public statt private |
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| 53 | o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems() |
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| 54 | o PickupSpawner.h: In Tick() zwei Testbedingungen eingefügt. |
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| 55 | o Pawn.h: Attribut acceptsPickups_ inklusive get/set. |
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| 56 | |
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| 57 | ERLEGTE FEHLER: |
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| 58 | o Grössenabhängige Collision Shape -> putStuff-Methode, Werte noch nicht durchgesickert. |
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| 59 | o setHealth: maxHealth() des pawns setzen! |
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| 60 | o Asteroiden fressen Pickups: Argument in Pawn, Test darauf in Tick() von PickupSpawner. |
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| 61 | o i++ einfach ganz verhindern, ++i stattdessen. |
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| 62 | o Velocity didn-t get passed properly through the 2nd constructor. Used get/set instead. |
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| 63 | o Rand() geht bis zu riesigen Nummern! rnd() ist zwischen 0 und 1 |
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| 64 | |
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| 65 | NOTIZEN: |
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| 66 | o SUPER |
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| 67 | o Warnungsverhinderung anderswo: (void)pickedUp; // To avoid compiler warning. |
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| 68 | o friend class Pickupable; |
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| 69 | |
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| 70 | |
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| 71 | |
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| 72 | */ |
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| 73 | |
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| 74 | |
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| 75 | #include "../../orxonox/worldentities/pawns/Pawn.h" |
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| 76 | #include "../../orxonox/worldentities/WorldEntity.h" |
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| 77 | |
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| 78 | #include "AsteroidMinable.h" |
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| 79 | |
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| 80 | #include <algorithm> |
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| 81 | |
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| 82 | #include "core/CoreIncludes.h" |
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| 83 | #include "core/GameMode.h" |
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| 84 | #include "core/XMLPort.h" |
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| 85 | #include "core/EventIncludes.h" |
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| 86 | #include "network/NetworkFunction.h" |
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| 87 | #include "util/Math.h" |
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| 88 | |
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| 89 | #include "../pickup/PickupSpawner.h" |
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| 90 | #include "../pickup/Pickup.h" |
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| 91 | |
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| 92 | #include "../objects/collisionshapes/SphereCollisionShape.h" |
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| 93 | #include "../../orxonox/graphics/Model.h" |
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| 94 | |
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| 95 | |
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| 96 | namespace orxonox{ |
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| 97 | |
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| 98 | RegisterClass(AsteroidMinable); |
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| 99 | |
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| 100 | // @brief Standard constructor |
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| 101 | AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context){ |
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| 102 | |
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| 103 | RegisterObject(AsteroidMinable); |
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| 104 | this->context = context; |
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| 105 | |
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| 106 | // Default Values: |
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| 107 | this->size = 10; |
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| 108 | this->dropStuff = true; |
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| 109 | this->generateSmaller = true; |
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| 110 | this->health_ = 15*size; |
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| 111 | this->maxHealth_ = this->health_; |
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| 112 | this->acceptsPickups_ = false; |
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| 113 | |
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| 114 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
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| 115 | this->enableCollisionCallback(); |
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| 116 | |
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| 117 | // Old from Pawn |
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| 118 | this->registerVariables(); |
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| 119 | |
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| 120 | this->initialised = false; |
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| 121 | } |
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| 122 | |
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| 123 | // @brief Use this constructor with care. Mainly used internally, arguments are passed directly. |
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| 124 | AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position, bool dropStuff) : Pawn(c){ |
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| 125 | |
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| 126 | RegisterObject(AsteroidMinable); |
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| 127 | |
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| 128 | // The radar is able to detect whether an asteroid contains resources.... |
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| 129 | if(dropStuff){ |
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| 130 | this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f)); |
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| 131 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
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| 132 | }else{ |
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| 133 | // Somehow remove from radar? (all pawns get registered automatically... ) |
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| 134 | this->setRadarObjectColour(ColourValue(0.663f, 0.663f, 0.663f, 1.0f)); |
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| 135 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
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| 136 | } |
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| 137 | |
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| 138 | this->context = c; |
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| 139 | this->size = size; |
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| 140 | this->health_ = 15*size; |
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| 141 | this->maxHealth_ = this->health_; |
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| 142 | this->acceptsPickups_ = false; |
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| 143 | this->generateSmaller = true; |
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| 144 | this->dropStuff = dropStuff; |
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| 145 | |
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| 146 | this->setPosition(position); |
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| 147 | //this->roll = rand()*5; //etwas Drehung. Richtige Variable? |
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| 148 | |
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| 149 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
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| 150 | this->enableCollisionCallback(); |
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| 151 | |
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| 152 | // Add Model, random one of the 6 shapes |
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| 153 | Model* hull = new Model(this->context); |
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| 154 | char meshThingy[] = ""; |
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| 155 | sprintf(meshThingy, "ast%.0f.mesh", round(5*rnd())+1); |
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| 156 | hull->setMeshSource(meshThingy); |
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| 157 | hull->setScale(this->size); |
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| 158 | this->attach(hull); |
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| 159 | |
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| 160 | // Collision shape |
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| 161 | SphereCollisionShape* cs = new SphereCollisionShape(this->context); |
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| 162 | cs->setRadius((this->size)*2); //OFFEN: Feinabstimmung der Radien. |
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| 163 | this->attachCollisionShape(cs); |
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| 164 | |
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| 165 | this->registerVariables(); |
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| 166 | |
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| 167 | this->initialised=true; |
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| 168 | |
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| 169 | } |
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| 170 | |
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| 171 | AsteroidMinable::~AsteroidMinable(){ |
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| 172 | |
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| 173 | } |
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| 174 | |
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| 175 | // @brief Helper method. |
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| 176 | void AsteroidMinable::putStuff(){ |
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| 177 | |
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| 178 | AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition(), this->dropStuff); |
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| 179 | reborn->setVelocity(this->getVelocity()); |
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| 180 | // reborn->setAngularVelocity(this->getAngularVelocity()); // Add all other stuff, too? |
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| 181 | (void)reborn; // avoid compiler warning |
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| 182 | |
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| 183 | this->bAlive_ = false; |
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| 184 | this->destroyLater(); |
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| 185 | |
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| 186 | } |
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| 187 | |
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| 188 | void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode){ |
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| 189 | |
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| 190 | SUPER(AsteroidMinable, XMLPort, xmlelement, mode); |
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| 191 | |
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| 192 | XMLPortParam(AsteroidMinable, "size", setSize, getSize, xmlelement, mode); |
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| 193 | XMLPortParam(AsteroidMinable, "generateSmaller", toggleShattering, doesShatter, xmlelement, mode); |
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| 194 | XMLPortParam(AsteroidMinable, "dropStuff", toggleDropStuff, doesDropStuff, xmlelement, mode); |
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| 195 | |
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| 196 | } |
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| 197 | |
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| 198 | void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode){ |
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| 199 | |
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| 200 | SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode); |
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| 201 | |
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| 202 | } |
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| 203 | |
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| 204 | void AsteroidMinable::registerVariables(){ |
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| 205 | |
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| 206 | registerVariable(this->size, VariableDirection::ToClient); |
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| 207 | registerVariable(this->generateSmaller, VariableDirection::ToClient); |
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| 208 | registerVariable(this->dropStuff, VariableDirection::ToClient); |
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| 209 | registerVariable(this->initialised, VariableDirection::ToClient); |
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| 210 | |
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| 211 | } |
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| 212 | |
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| 213 | void AsteroidMinable::tick(float dt){ |
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| 214 | |
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| 215 | if(!(this->initialised)){this->putStuff();} |
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| 216 | |
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| 217 | if(this->health_ <=0){this->death();} |
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| 218 | |
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| 219 | } |
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| 220 | |
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| 221 | void AsteroidMinable::death(){ // @brief Überschreibt die Methode in Pawn |
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| 222 | |
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| 223 | // just copied that from somewhere else. |
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| 224 | this->bAlive_ = false; |
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| 225 | this->destroyLater(); |
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| 226 | this->setDestroyWhenPlayerLeft(false); |
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| 227 | // pawn -> addExplosionPart |
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| 228 | // this->goWithStyle(); |
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| 229 | |
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| 230 | |
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| 231 | // Pickups which can be harvested. It's munition at the moment, could be changed/extended. |
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| 232 | if(dropStuff){ |
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| 233 | PickupSpawner* thingy = new PickupSpawner(this->context); |
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| 234 | |
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| 235 | char tname[] = ""; // can-t overwrite strings easily in C (strcat etc.) |
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| 236 | if(this->size <= 5){ |
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| 237 | strcat(tname, "smallmunitionpickup"); |
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| 238 | }else if(this->size <= 20){ |
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| 239 | strcat(tname, "mediummunitionpickup"); |
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| 240 | }else{ |
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| 241 | strcat(tname, "hugemunitionpickup"); |
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| 242 | } |
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| 243 | thingy->setPickupTemplateName(tname); |
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| 244 | thingy->setPosition(this->getPosition()); |
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| 245 | thingy->setMaxSpawnedItems(1); // Would be default anyways |
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| 246 | thingy->setRespawnTime(0.2f); |
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| 247 | } |
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| 248 | |
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| 249 | // Smaller Parts = 'Children' |
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| 250 | if(this->generateSmaller){this->spawnChildren();} |
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| 251 | |
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| 252 | } |
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| 253 | |
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| 254 | // @brief If the option generateSmaller is enabled, individual fragments are added with this method. |
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| 255 | void AsteroidMinable::spawnChildren(){ |
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| 256 | |
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| 257 | if (this->size <=1){return;} // Absicherung trivialer Fall |
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| 258 | |
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| 259 | int massRem = this->size-1; //some mass is lost |
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| 260 | int num = round(rnd()*(massRem-1)) + 1; // random number of children, at least one |
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| 261 | if(num > 10){num = 10;} // no max function in C? |
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| 262 | int masses[num]; // Masses of the asteroids |
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| 263 | // orxout() << "SpawnChildren(): Passed basic stuff. num = " << num << "; massRem(total) = "<< massRem << endl; |
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| 264 | massRem = massRem-num; // mass must be at least one, add later. |
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| 265 | |
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| 266 | // Randomnised spawning points for the new asteroids |
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| 267 | float phi[num]; |
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| 268 | float theta[num]; |
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| 269 | |
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| 270 | // Discusting C stuff -> use that to initialise dynamic array values to 0. |
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| 271 | for(int twat = 0; twat<num; ++twat){masses[twat] = 0; phi[twat] = 0.0; theta[twat] = 0.0;} |
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| 272 | |
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| 273 | float piG = 3.1415927410125732421875; //pi; // Math.pi ist statisch oder so. |
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| 274 | float d_p = 2*piG/num; |
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| 275 | float d_t = piG/num; |
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| 276 | float p = d_p/2.0; |
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| 277 | float t = d_t/2.0; |
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| 278 | // float phiOffset = rnd()*2*pi; // Added everywhere to become independent of the coordinate system? |
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| 279 | // float thetaOffset = rnd()*pi; |
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| 280 | float rScaling; // scale radius to prevent asteroids from touching. (distance=AsteroidRadius/tan(sector/2)) |
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| 281 | |
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| 282 | if(num == 1 ){ |
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| 283 | rScaling = 1; // avoid tan(90). Unused. |
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| 284 | }else{ |
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| 285 | |
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| 286 | rScaling = tan(t); |
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| 287 | |
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| 288 | int pos; // insert at random position (linear probing) in array, to get some randomness. |
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| 289 | for(int it = 0; it<num; ++it){ |
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| 290 | |
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| 291 | pos = mod((int)(rnd()*num),num); |
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| 292 | while(phi[pos] != 0.0){// find empty spot in array |
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| 293 | pos = (int)mod(++pos, num); |
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| 294 | } |
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| 295 | phi[pos] = p + it*d_p;// set angle there |
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| 296 | |
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| 297 | pos = mod((int)(rnd()*num),num); |
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| 298 | while(theta[pos] != 0.0){ |
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| 299 | pos = (int)mod(++pos, num); |
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| 300 | } |
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| 301 | theta[pos] = t + it*d_t; |
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| 302 | } |
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| 303 | } |
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| 304 | |
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| 305 | //orxout() << "SpawnChildren(): Phi: "; printArrayString(phi); |
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| 306 | //orxout() << "SpawnChildren(): Theta: "; printArrayString(theta); |
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| 307 | //orxout() << "SpawnChildren(): Passed angle stuff. " << endl; |
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| 308 | |
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| 309 | // Triangular, discrete probability "density" with max at the average value massRem/num. 50% chance to be below that. |
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| 310 | if(massRem>0){ |
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| 311 | int c = massRem; |
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| 312 | float probDensity[c]; |
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| 313 | |
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| 314 | int a = round(massRem/num); |
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| 315 | int b = c-a; |
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| 316 | |
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| 317 | int z = 0; |
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| 318 | float dProbA = 1.0/(a*a + 3.0*a + 2.0); // one 'probability unit' for discrete ramp function. Gauss stuff. |
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| 319 | for(z = 0; z<=a; ++z){probDensity[z] = (z+1)*dProbA; } // rising part |
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| 320 | |
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| 321 | float dProbB = 1.0/(b*b +3.0*b + 2.0); |
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| 322 | for(z = 0; z<b; ++z){probDensity[c-z] = (z+1)*dProbB;} // falling part |
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| 323 | |
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| 324 | // // Just for testing: |
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| 325 | // float sum = 0.0; |
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| 326 | // for(int globi = 0; globi<c; ++globi){ |
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| 327 | // orxout() << "pDensity at [" << globi << "] is: " << probDensity[globi] << endl; |
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| 328 | // sum = sum+ probDensity[globi]; |
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| 329 | // } |
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| 330 | // orxout() << "Sum of densities should b 1, it is: " << sum << endl; |
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| 331 | |
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| 332 | // Distributing the mass to individual asteroids |
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| 333 | int result; |
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| 334 | float rVal; // between 0 and 1 |
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| 335 | float probSum; // summing up until rval is reached. |
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| 336 | for(int trav = 0; trav<num; ++trav){ |
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| 337 | result = 0; |
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| 338 | rVal = rnd(); |
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| 339 | probSum = probDensity[0]; |
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| 340 | |
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| 341 | while(rVal>probSum && result<massRem){// Not yet found && there-s smth left to distribute (Incrementing inside!) |
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| 342 | if(result<(massRem-2)){probSum = probSum + probDensity[result+1];} // avoid logical/acess error |
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| 343 | ++result; |
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| 344 | } |
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| 345 | |
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| 346 | masses[trav] = 1 +result; // Fragments have mass of at least one. |
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| 347 | massRem = massRem-result; |
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| 348 | |
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| 349 | } |
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| 350 | }else{ |
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| 351 | for(int schnaegg = 0; schnaegg<num; ++schnaegg){masses[schnaegg] = 1;} |
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| 352 | } |
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| 353 | |
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| 354 | // orxout() << "SpawnChildren(): Masses: "; printArrayString(masses); |
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| 355 | // orxout() << "SpawnChildren(): Passed mass stuff. " << endl; |
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| 356 | |
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| 357 | // Creating the 'chlidren': |
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| 358 | for(int fisch = 0; fisch<num; ++fisch){ |
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| 359 | |
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| 360 | Vector3* pos = new Vector3(0,0,0); // Position offset |
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| 361 | if(num > 1){// not required if there-s just one child |
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| 362 | float r = masses[fisch]/rScaling; |
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| 363 | pos = new Vector3(r*sin(theta[fisch])*cos(phi[fisch]), r*sin(theta[fisch])*sin(phi[fisch]), r*cos(theta[fisch])); // convert spheric coordinates to vector |
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| 364 | } |
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| 365 | |
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| 366 | AsteroidMinable* child = new AsteroidMinable(this->context, masses[fisch], this->getPosition() + *pos, this->dropStuff); |
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| 367 | child->setVelocity(this->getVelocity()); |
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| 368 | |
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| 369 | if(child == nullptr){ |
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| 370 | orxout(internal_error, context::pickups) << "Weird, can't create new AsteroidMinable." << endl; |
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| 371 | } |
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| 372 | |
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| 373 | } |
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| 374 | // orxout() << "Leaving spawnChildren() method. " << endl; |
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| 375 | } |
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| 376 | |
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| 377 | // @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. ) |
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| 378 | void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
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| 379 | |
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| 380 | // orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl; |
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| 381 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
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| 382 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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| 383 | this->setVelocity(this->getVelocity() + force); |
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| 384 | |
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| 385 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
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| 386 | // { |
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| 387 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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| 388 | // this->setVelocity(this->getVelocity() + force); |
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| 389 | // } |
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| 390 | } |
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| 391 | |
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| 392 | // @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. ) |
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| 393 | void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
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| 394 | |
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| 395 | //orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl; |
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| 396 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
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| 397 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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| 398 | |
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| 399 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
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| 400 | // { |
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| 401 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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| 402 | |
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| 403 | // //if ( this->getController() ) |
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| 404 | // // this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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| 405 | // } |
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| 406 | } |
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| 407 | |
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| 408 | // @brief Just for testing. Don-t work anyways. |
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| 409 | void AsteroidMinable::printArrayString(float thingy[]){ // Don-t work! |
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| 410 | |
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| 411 | orxout() << "[" ; //<< endl; |
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| 412 | char frag[] = ""; |
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| 413 | int len = (int)(sizeof(thingy)/sizeof(thingy[0])); |
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| 414 | for(int m = 0; m< (len-2); ++m){ |
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| 415 | sprintf(frag, "%.5f, ", thingy[m]); |
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| 416 | orxout() << frag << endl;//std::flush; |
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| 417 | } |
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| 418 | sprintf(frag, "%.5f]", thingy[len-1]); |
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| 419 | orxout() << frag << endl; // Just print it here! No ugly passing. |
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| 420 | } |
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| 421 | |
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| 422 | // @brief Just for testing. Don-t work anyways. |
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| 423 | void AsteroidMinable::printArrayString(int thingy[]){ |
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| 424 | |
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| 425 | orxout() << "[" ; //<< endl; |
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| 426 | char frag[] = ""; |
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| 427 | int len = (int)(sizeof(thingy)/sizeof(thingy[0])); |
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| 428 | for(int m = 0; m< (len-2); ++m){ |
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| 429 | sprintf(frag, "%.0i, ", thingy[m]); |
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| 430 | orxout() << frag << endl;//std::flush; |
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| 431 | printf("TEst"); |
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| 432 | } |
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| 433 | |
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| 434 | sprintf(frag, "%.0i]", thingy[len-1]); // last element |
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| 435 | orxout() << frag << endl; // Just print it here! No ugly passing. |
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| 436 | } |
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| 437 | |
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| 438 | // void AsteroidMinable::printArrayString(int thingy[]){ |
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| 439 | // char res[] = "["; |
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| 440 | // //strcat(res, "["); |
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| 441 | // char frag[] = ""; |
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| 442 | |
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| 443 | // int len = (int)(sizeof(thingy)/sizeof(thingy[0])); |
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| 444 | // for(int m = 0; m< (len-1); ++m){ |
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| 445 | // sprintf(frag, "%.0i, ", thingy[m]); |
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| 446 | // strcat(res, frag); |
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| 447 | // } |
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| 448 | // sprintf(frag, "%.0i]", thingy[len]); |
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| 449 | // strcat(res, frag); // last element |
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| 450 | |
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| 451 | // orxout() << res << endl; // Just print it here! No ugly passing. |
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| 452 | |
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| 453 | // // static char result[(sizeof(res)/sizeof("")] = res; // define as static, would get deleted otherwise. |
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| 454 | // // char *result = malloc(sizeof(res)/sizeof("") + 1); |
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| 455 | // // *result = res; |
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| 456 | // // return result; |
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| 457 | // } |
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| 458 | |
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| 459 | } |
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