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source: orxonox.OLD/orxonox/trunk/core/shoot_laser.cc @ 1900

Last change on this file since 1900 was 1900, checked in by patrick, 20 years ago

orxonox/trunk: hardware independant game speed, more shoots, more speed - see mail

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