| 1 |  | 
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| 2 |  | 
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| 3 | /*  | 
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| 4 |    orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 |    Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 |    This program is free software; you can redistribute it and/or modify | 
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| 9 |    it under the terms of the GNU General Public License as published by | 
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| 10 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 11 |    any later version. | 
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| 12 |  | 
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| 13 |    ### File Specific: | 
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| 14 |    main-programmer: Patrick Boenzli | 
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| 15 |    co-programmer:  | 
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| 16 | */ | 
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| 17 |  | 
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| 18 |  | 
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| 19 | #include "shoot_laser.h" | 
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| 20 |  | 
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| 21 | #include <iostream> | 
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| 22 |  | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 |  | 
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| 27 |  | 
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| 28 | ShootLaser::ShootLaser ()  | 
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| 29 | { | 
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| 30 |   lastShoot = null; | 
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| 31 |   step = 1.0; | 
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| 32 |   inhibitor = 0; | 
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| 33 | } | 
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| 34 |  | 
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| 35 |  | 
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| 36 | ShootLaser::~ShootLaser () {} | 
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| 37 |  | 
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| 38 |  | 
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| 39 | void ShootLaser::drawShoot()  | 
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| 40 | { | 
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| 41 |  | 
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| 42 |   //cout << "ShootLaser::drawShoot" << endl; | 
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| 43 |   /* now draw all the shoots (many) */ | 
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| 44 |   shoot* tmpShoot = lastShoot; | 
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| 45 |   shoot* lastRef = null; | 
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| 46 |   while( tmpShoot != null ) | 
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| 47 |     { | 
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| 48 |       glPushMatrix();  | 
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| 49 |       glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); | 
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| 50 |       tmpShoot->xCor+=tmpShoot->xVel; | 
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| 51 |       tmpShoot->yCor+=tmpShoot->yVel; | 
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| 52 |       glScalef(0.1, 0.1, 0.1); | 
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| 53 |       glutWireCube(1.0); | 
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| 54 |       glPopMatrix(); | 
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| 55 |  | 
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| 56 |       /* garbage collection: look if shoot is outside world */ | 
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| 57 |       /* fix1: weak boundaries check all four sides */ | 
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| 58 |       /* fix2: conditions, that a struct tree can be cut off */ | 
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| 59 |       /* fix3: more efficent and nicer please */ | 
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| 60 |       if (tmpShoot->yCor - DataTank::yOffset > 20)  | 
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| 61 |         { | 
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| 62 |           /* normal case: delete one element, link the others */ | 
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| 63 |           if (lastRef != null)  | 
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| 64 |             { | 
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| 65 |               //cout << "garbage collection" << endl; | 
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| 66 |               lastRef->next = tmpShoot->next; | 
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| 67 |               delete tmpShoot; | 
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| 68 |               tmpShoot = lastRef->next; | 
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| 69 |               //cout << "garbage collection left" << endl; | 
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| 70 |             } | 
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| 71 |           else | 
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| 72 |             { | 
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| 73 |               /* special case: first element to be processed */ | 
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| 74 |               //cout << "garbage collecton: first el in queue" << endl; | 
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| 75 |               lastRef = tmpShoot->next; | 
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| 76 |               delete tmpShoot; | 
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| 77 |               tmpShoot = lastRef; | 
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| 78 |               lastShoot = tmpShoot; | 
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| 79 |               if (tmpShoot != null)  | 
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| 80 |                 { | 
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| 81 |                   tmpShoot = tmpShoot->next; | 
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| 82 |                   //cout << "noch nich null" << endl; | 
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| 83 |                 } | 
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| 84 |               else  | 
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| 85 |                 { | 
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| 86 |                   lastRef = null; | 
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| 87 |                   tmpShoot = null; | 
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| 88 |                   lastShoot = null; | 
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| 89 |                   //cout << "endl null" << endl; | 
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| 90 |                 } | 
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| 91 |                | 
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| 92 |               //cout << "garbage collection: firtst el in queue left" << endl; | 
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| 93 |             } | 
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| 94 |         } | 
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| 95 |       else  | 
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| 96 |         { | 
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| 97 |           lastRef = tmpShoot; | 
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| 98 |           tmpShoot = tmpShoot->next; | 
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| 99 |         } | 
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| 100 |     } | 
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| 101 |   //cout << "ShootLaser::drawShoot - finished" << endl; | 
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| 102 | } | 
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| 103 |  | 
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| 104 |  | 
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| 105 | void ShootLaser::addShoot(shoot* sh)  | 
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| 106 | { | 
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| 107 |   sh->next = null; | 
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| 108 |   lastShoot = sh; | 
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| 109 | } | 
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| 110 |  | 
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| 111 | void ShootLaser::addShoot(float x, float y, float z) | 
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| 112 | { | 
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| 113 |   //cout << "ShootLaser::addShoot" << endl; | 
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| 114 |   shoot* sh = new shoot; | 
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| 115 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 116 |   sh->xVel = 0; sh->yVel = .4/step; sh->zVel = 0; | 
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| 117 |   sh->next = lastShoot; | 
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| 118 |   lastShoot = sh; | 
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| 119 | } | 
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| 120 |  | 
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| 121 | void ShootLaser::addShootExt(float x, float y, float z,  | 
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| 122 |                              float xVel, float yVel, float zVel) | 
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| 123 | { | 
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| 124 |   //cout << "ShootLaser::addShootExtended" << endl; | 
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| 125 |   shoot* sh = new shoot; | 
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| 126 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 127 |   sh->xVel = xVel/step; sh->yVel = yVel/step; sh->zVel = zVel/step; | 
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| 128 |   sh->next = lastShoot; | 
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| 129 |   lastShoot = sh; | 
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| 130 | } | 
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| 131 |  | 
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| 132 | void ShootLaser::setShootStep(float step)  | 
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| 133 | { | 
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| 134 |   cout << "ShootLaser::setShootStep to " << step << endl; | 
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| 135 |   this->step = step; | 
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| 136 | } | 
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| 137 |  | 
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| 138 |  | 
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| 139 | /* Exterminate shoot from game, implement this method  */ | 
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| 140 | /* if you like to add animatiion */ | 
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| 141 | void ShootLaser::removeShoot(shoot* sh) | 
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| 142 | { | 
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| 143 |   glPushMatrix();  | 
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| 144 |   glTranslatef(sh->xCor, sh->yCor, sh->zCor); | 
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| 145 |   glutWireCube(1.0); | 
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| 146 |   glPopMatrix(); | 
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| 147 | } | 
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