| 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:  Benjamin Grauer | 
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| 16 | */ | 
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| 17 |  | 
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| 18 |  | 
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| 19 | #include "shoot_rocket.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 | ShootRocket::ShootRocket () | 
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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 | rotateAngle = 0.0; | 
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| 34 | } | 
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| 35 |  | 
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| 36 |  | 
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| 37 | ShootRocket::~ShootRocket () {} | 
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| 38 |  | 
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| 39 |  | 
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| 40 | void ShootRocket::drawShoot() | 
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| 41 | { | 
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| 42 |  | 
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| 43 | //cout << "ShootRocket::drawShoot" << endl; | 
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| 44 | /* now draw all the shoots (many) */ | 
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| 45 | shoot* tmpShoot = lastShoot; | 
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| 46 | shoot* lastRef = null; | 
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| 47 | while( tmpShoot != null ) | 
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| 48 | { | 
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| 49 | glPushMatrix(); | 
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| 50 | glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); | 
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| 51 | tmpShoot->age+=step; | 
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| 52 | switch (tmpShoot->type) | 
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| 53 | { | 
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| 54 | case BACKPARABLE: | 
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| 55 | tmpShoot->xCor+=tmpShoot->xVel; | 
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| 56 | tmpShoot->yCor+=tmpShoot->yVel; | 
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| 57 | tmpShoot->xVel+=tmpShoot->xAcc; | 
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| 58 | tmpShoot->yVel+=tmpShoot->yAcc; | 
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| 59 | break; | 
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| 60 |  | 
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| 61 | case SIDEACC: | 
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| 62 | if (tmpShoot->xVel >= .01 || tmpShoot->xVel <= -.01) | 
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| 63 | { | 
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| 64 | tmpShoot->xCor+=tmpShoot->xVel; | 
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| 65 | tmpShoot->yCor+=tmpShoot->yVel; | 
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| 66 | tmpShoot->xVel*=tmpShoot->xAcc; | 
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| 67 | } | 
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| 68 | else | 
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| 69 | { | 
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| 70 | tmpShoot->xCor+=tmpShoot->xVel; | 
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| 71 | tmpShoot->yCor+=tmpShoot->yVel; | 
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| 72 | tmpShoot->yVel+=tmpShoot->yVel*tmpShoot->yAcc; | 
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| 73 | } | 
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| 74 | break; | 
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| 75 |  | 
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| 76 | case ROTATER: | 
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| 77 | tmpShoot->xCor+=tmpShoot->xVel; | 
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| 78 | tmpShoot->yCor+=tmpShoot->yVel; | 
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| 79 | tmpShoot->zCor+=tmpShoot->zVel; | 
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| 80 | break; | 
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| 81 |  | 
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| 82 | } | 
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| 83 |  | 
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| 84 | glScalef(0.1, 0.1, 0.1); | 
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| 85 | glutWireCube(1.0); | 
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| 86 | glPopMatrix(); | 
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| 87 |  | 
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| 88 | /* garbage collection: look if shoot is outside world */ | 
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| 89 | /* fix1: weak boundaries check all four sides */ | 
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| 90 | /* fix2: conditions, that a struct tree can be cut off */ | 
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| 91 | /* fix3: more efficent and nicer please */ | 
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| 92 | if (tmpShoot->age > tmpShoot->lifetime) | 
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| 93 | { | 
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| 94 | /* normal case: delete one element, link the others */ | 
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| 95 | if (lastRef != null) | 
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| 96 | { | 
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| 97 | //cout << "garbage collection" << endl; | 
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| 98 | lastRef->next = tmpShoot->next; | 
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| 99 | delete tmpShoot; | 
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| 100 | tmpShoot = lastRef->next; | 
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| 101 | //cout << "garbage collection left" << endl; | 
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| 102 | } | 
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| 103 | else | 
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| 104 | { | 
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| 105 | /* special case: first element to be processed */ | 
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| 106 | //cout << "garbage collecton: first el in queue" << endl; | 
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| 107 | lastRef = tmpShoot->next; | 
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| 108 | delete tmpShoot; | 
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| 109 | tmpShoot = lastRef; | 
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| 110 | lastShoot = tmpShoot; | 
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| 111 | if (tmpShoot != null) | 
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| 112 | { | 
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| 113 | tmpShoot = tmpShoot->next; | 
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| 114 | //cout << "noch nich null" << endl; | 
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| 115 | } | 
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| 116 | else | 
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| 117 | { | 
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| 118 | lastRef = null; | 
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| 119 | tmpShoot = null; | 
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| 120 | lastShoot = null; | 
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| 121 | //cout << "endl null" << endl; | 
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| 122 | } | 
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| 123 |  | 
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| 124 | //cout << "garbage collection: firtst el in queue left" << endl; | 
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| 125 | } | 
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| 126 | } | 
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| 127 | else | 
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| 128 | { | 
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| 129 | lastRef = tmpShoot; | 
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| 130 | tmpShoot = tmpShoot->next; | 
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| 131 | } | 
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| 132 | } | 
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| 133 | //cout << "ShootRocket::drawShoot - finished" << endl; | 
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| 134 | } | 
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| 135 |  | 
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| 136 |  | 
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| 137 | void ShootRocket::addShoot(shoot* sh) | 
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| 138 | { | 
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| 139 | sh->next = null; | 
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| 140 | lastShoot = sh; | 
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| 141 | } | 
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| 142 |  | 
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| 143 | void ShootRocket::addBackParable(float x, float y, float z) | 
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| 144 | { | 
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| 145 |  | 
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| 146 | //cout << "ShootRocket::addShoot" << endl; | 
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| 147 | shoot* sh = new shoot; | 
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| 148 | sh->type = BACKPARABLE; | 
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| 149 | sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 150 | sh->xVel = (-1+(float)rand() / 1000000000/step)/5; | 
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| 151 | sh->yVel = -.3; | 
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| 152 | sh->zVel = (1-(float)rand() / 1000000000/step)/5; | 
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| 153 | sh->xAcc = 0; sh->yAcc = .01/step; sh->zAcc = 0; | 
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| 154 | sh->age=0; | 
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| 155 | sh->lifetime=5; | 
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| 156 | sh->next = lastShoot; | 
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| 157 | lastShoot = sh; | 
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| 158 | } | 
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| 159 | void ShootRocket::addSideAcc(float x, float y, float z, enum RocketDirection direction) | 
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| 160 | { | 
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| 161 | //cout << "ShootRocket::addShoot" << endl; | 
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| 162 | shoot* sh = new shoot; | 
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| 163 | sh->type = SIDEACC; | 
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| 164 | sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 165 | switch (direction) | 
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| 166 | { | 
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| 167 | case LEFT: | 
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| 168 | sh->xVel = -.5; sh->yVel = .05; sh->zVel = 0; | 
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| 169 | break; | 
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| 170 | case RIGHT: | 
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| 171 | sh->xVel = .5; sh->yVel = .05; sh->zVel = 0; | 
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| 172 | break; | 
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| 173 | } | 
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| 174 | sh->xAcc = .9; sh->yAcc = .02; sh->zAcc = 0; | 
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| 175 | sh->age=0; | 
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| 176 | sh->lifetime=10; | 
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| 177 | sh->next = lastShoot; | 
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| 178 | lastShoot = sh; | 
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| 179 | } | 
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| 180 |  | 
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| 181 | void ShootRocket::addRotater(float x, float y, float z) | 
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| 182 | { | 
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| 183 |  | 
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| 184 | static float radius = 2; | 
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| 185 | rotateAngle+=.1; | 
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| 186 | //cout << "ShootRocket::addShoot" << endl; | 
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| 187 | shoot* sh = new shoot; | 
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| 188 | sh->type = ROTATER; | 
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| 189 | sh->xCor = x+radius*sin(rotateAngle); sh->yCor = y; sh->zCor = z+radius*cos(rotateAngle); | 
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| 190 | sh->xVel = 1*cos(rotateAngle)*step; | 
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| 191 | sh->yVel = 4*step; | 
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| 192 | sh->zVel = 1*sin(rotateAngle)*step; | 
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| 193 | sh->xAcc = 1.01; sh->yAcc = 1- step; sh->zAcc = 1.01; | 
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| 194 | sh->age=0; | 
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| 195 | sh->lifetime=10; | 
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| 196 | sh->next = lastShoot; | 
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| 197 | lastShoot = sh; | 
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| 198 | } | 
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| 199 |  | 
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| 200 | void ShootRocket::setShootStep(float step) | 
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| 201 | { | 
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| 202 | cout << "ShootRocket::setShootStep to " << step << endl; | 
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| 203 | this->step = step; | 
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| 204 | } | 
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| 205 |  | 
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| 206 |  | 
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| 207 | /* Exterminate shoot from game, implement this method  */ | 
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| 208 | /* if you like to add animatiion */ | 
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| 209 | void ShootRocket::removeShoot(shoot* sh) | 
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| 210 | { | 
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| 211 | glPushMatrix(); | 
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| 212 | glTranslatef(sh->xCor, sh->yCor, sh->zCor); | 
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| 213 | glutWireCube(1.0); | 
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| 214 | glPopMatrix(); | 
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| 215 | } | 
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