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: Benjamin Grauer |
---|
16 | */ |
---|
17 | |
---|
18 | |
---|
19 | #include "shoot_rocket.h" |
---|
20 | |
---|
21 | #include <iostream> |
---|
22 | |
---|
23 | |
---|
24 | using namespace std; |
---|
25 | |
---|
26 | |
---|
27 | |
---|
28 | ShootRocket::ShootRocket () |
---|
29 | { |
---|
30 | lastShoot = null; |
---|
31 | step = 1.0; |
---|
32 | inhibitor =0; |
---|
33 | } |
---|
34 | |
---|
35 | |
---|
36 | ShootRocket::~ShootRocket () {} |
---|
37 | |
---|
38 | |
---|
39 | void ShootRocket::drawShoot() |
---|
40 | { |
---|
41 | |
---|
42 | //cout << "ShootRocket::drawShoot" << endl; |
---|
43 | /* now draw all the shoots (many) */ |
---|
44 | shoot* tmpShoot = lastShoot; |
---|
45 | shoot* lastRef = null; |
---|
46 | while( tmpShoot != null ) |
---|
47 | { |
---|
48 | glPushMatrix(); |
---|
49 | glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); |
---|
50 | tmpShoot->xCor+=tmpShoot->xVel; |
---|
51 | tmpShoot->yCor+=tmpShoot->yVel; |
---|
52 | tmpShoot->xVel+=tmpShoot->xAcc; |
---|
53 | tmpShoot->yVel+=tmpShoot->yAcc; |
---|
54 | |
---|
55 | glScalef(0.1, 0.1, 0.1); |
---|
56 | glutWireCube(1.0); |
---|
57 | glPopMatrix(); |
---|
58 | |
---|
59 | /* garbage collection: look if shoot is outside world */ |
---|
60 | /* fix1: weak boundaries check all four sides */ |
---|
61 | /* fix2: conditions, that a struct tree can be cut off */ |
---|
62 | /* fix3: more efficent and nicer please */ |
---|
63 | if (tmpShoot->yCor - DataTank::yOffset > 20) |
---|
64 | { |
---|
65 | /* normal case: delete one element, link the others */ |
---|
66 | if (lastRef != null) |
---|
67 | { |
---|
68 | //cout << "garbage collection" << endl; |
---|
69 | lastRef->next = tmpShoot->next; |
---|
70 | delete tmpShoot; |
---|
71 | tmpShoot = lastRef->next; |
---|
72 | //cout << "garbage collection left" << endl; |
---|
73 | } |
---|
74 | else |
---|
75 | { |
---|
76 | /* special case: first element to be processed */ |
---|
77 | //cout << "garbage collecton: first el in queue" << endl; |
---|
78 | lastRef = tmpShoot->next; |
---|
79 | delete tmpShoot; |
---|
80 | tmpShoot = lastRef; |
---|
81 | lastShoot = tmpShoot; |
---|
82 | if (tmpShoot != null) |
---|
83 | { |
---|
84 | tmpShoot = tmpShoot->next; |
---|
85 | //cout << "noch nich null" << endl; |
---|
86 | } |
---|
87 | else |
---|
88 | { |
---|
89 | lastRef = null; |
---|
90 | tmpShoot = null; |
---|
91 | lastShoot = null; |
---|
92 | //cout << "endl null" << endl; |
---|
93 | } |
---|
94 | |
---|
95 | //cout << "garbage collection: firtst el in queue left" << endl; |
---|
96 | } |
---|
97 | } |
---|
98 | else |
---|
99 | { |
---|
100 | lastRef = tmpShoot; |
---|
101 | tmpShoot = tmpShoot->next; |
---|
102 | } |
---|
103 | } |
---|
104 | //cout << "ShootRocket::drawShoot - finished" << endl; |
---|
105 | } |
---|
106 | |
---|
107 | |
---|
108 | void ShootRocket::addShoot(shoot* sh) |
---|
109 | { |
---|
110 | sh->next = null; |
---|
111 | lastShoot = sh; |
---|
112 | } |
---|
113 | |
---|
114 | void ShootRocket::addShoot(float x, float y, float z) |
---|
115 | { |
---|
116 | inhibitor++; |
---|
117 | if (inhibitor >= 10) |
---|
118 | { |
---|
119 | //cout << "ShootRocket::addShoot" << endl; |
---|
120 | shoot* sh = new shoot; |
---|
121 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
---|
122 | sh->xVel = (-1+(float)random() / 1000000000/step)/5; |
---|
123 | sh->yVel = -.3; |
---|
124 | sh->zVel = (1-(float)random() / 1000000000/step)/5; |
---|
125 | sh->xAcc = 0; sh->yAcc = .01/step; sh->zAcc = 0; |
---|
126 | sh->next = lastShoot; |
---|
127 | lastShoot = sh; |
---|
128 | inhibitor =0; |
---|
129 | } |
---|
130 | } |
---|
131 | |
---|
132 | void ShootRocket::addShootExt(float x, float y, float z, |
---|
133 | float xVel, float yVel, float zVel) |
---|
134 | { |
---|
135 | //cout << "ShootRocket::addShootExtended" << endl; |
---|
136 | shoot* sh = new shoot; |
---|
137 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
---|
138 | sh->xVel = xVel/step; sh->yVel = yVel/step; sh->zVel = zVel/step; |
---|
139 | sh->xAcc = 0; sh->yAcc = .02; sh->zAcc = 0; |
---|
140 | sh->next = lastShoot; |
---|
141 | lastShoot = sh; |
---|
142 | } |
---|
143 | |
---|
144 | void ShootRocket::setShootStep(float step) |
---|
145 | { |
---|
146 | cout << "ShootRocket::setShootStep to " << step << endl; |
---|
147 | this->step = step; |
---|
148 | } |
---|
149 | |
---|
150 | |
---|
151 | /* Exterminate shoot from game, implement this method */ |
---|
152 | /* if you like to add animatiion */ |
---|
153 | void ShootRocket::removeShoot(shoot* sh) |
---|
154 | { |
---|
155 | glPushMatrix(); |
---|
156 | glTranslatef(sh->xCor, sh->yCor, sh->zCor); |
---|
157 | glutWireCube(1.0); |
---|
158 | glPopMatrix(); |
---|
159 | } |
---|