| 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 |       switch (tmpShoot->type) | 
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| 52 |         { | 
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| 53 |         case BACKPARABLE: | 
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| 54 |           tmpShoot->xCor+=tmpShoot->xVel; | 
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| 55 |           tmpShoot->yCor+=tmpShoot->yVel; | 
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| 56 |           tmpShoot->xVel+=tmpShoot->xAcc; | 
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| 57 |           tmpShoot->yVel+=tmpShoot->yAcc; | 
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| 58 |           break; | 
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| 59 |          | 
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| 60 |         case SIDEACC: | 
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| 61 |           if (tmpShoot->xVel >= .01 || tmpShoot->xVel <= -.01) | 
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| 62 |             { | 
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| 63 |               tmpShoot->xCor+=tmpShoot->xVel; | 
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| 64 |               tmpShoot->yCor+=tmpShoot->yVel; | 
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| 65 |               tmpShoot->xVel*=tmpShoot->xAcc; | 
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| 66 |             } | 
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| 67 |           else | 
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| 68 |             { | 
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| 69 |               tmpShoot->xCor+=tmpShoot->xVel; | 
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| 70 |               tmpShoot->yCor+=tmpShoot->yVel; | 
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| 71 |               tmpShoot->yVel+=tmpShoot->yVel*tmpShoot->yAcc; | 
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| 72 |             } | 
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| 73 |           break; | 
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| 74 |          | 
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| 75 |         case ROTATER: | 
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| 76 |           tmpShoot->xCor+=tmpShoot->xVel; | 
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| 77 |           tmpShoot->yCor+=tmpShoot->yVel; | 
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| 78 |           tmpShoot->zCor+=tmpShoot->zVel; | 
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| 79 |           break; | 
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| 80 |          | 
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| 81 |         } | 
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| 82 |        | 
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| 83 |       glScalef(0.1, 0.1, 0.1); | 
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| 84 |       glutWireCube(1.0); | 
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| 85 |       glPopMatrix(); | 
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| 86 |  | 
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| 87 |       /* garbage collection: look if shoot is outside world */ | 
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| 88 |       /* fix1: weak boundaries check all four sides */ | 
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| 89 |       /* fix2: conditions, that a struct tree can be cut off */ | 
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| 90 |       /* fix3: more efficent and nicer please */ | 
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| 91 |       if (tmpShoot->yCor - DataTank::yOffset > 20)  | 
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| 92 |         { | 
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| 93 |           /* normal case: delete one element, link the others */ | 
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| 94 |           if (lastRef != null)  | 
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| 95 |             { | 
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| 96 |               //cout << "garbage collection" << endl; | 
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| 97 |               lastRef->next = tmpShoot->next; | 
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| 98 |               delete tmpShoot; | 
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| 99 |               tmpShoot = lastRef->next; | 
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| 100 |               //cout << "garbage collection left" << endl; | 
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| 101 |             } | 
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| 102 |           else | 
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| 103 |             { | 
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| 104 |               /* special case: first element to be processed */ | 
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| 105 |               //cout << "garbage collecton: first el in queue" << endl; | 
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| 106 |               lastRef = tmpShoot->next; | 
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| 107 |               delete tmpShoot; | 
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| 108 |               tmpShoot = lastRef; | 
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| 109 |               lastShoot = tmpShoot; | 
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| 110 |               if (tmpShoot != null)  | 
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| 111 |                 { | 
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| 112 |                   tmpShoot = tmpShoot->next; | 
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| 113 |                   //cout << "noch nich null" << endl; | 
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| 114 |                 } | 
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| 115 |               else  | 
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| 116 |                 { | 
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| 117 |                   lastRef = null; | 
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| 118 |                   tmpShoot = null; | 
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| 119 |                   lastShoot = null; | 
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| 120 |                   //cout << "endl null" << endl; | 
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| 121 |                 } | 
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| 122 |                | 
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| 123 |               //cout << "garbage collection: firtst el in queue left" << endl; | 
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| 124 |             } | 
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| 125 |         } | 
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| 126 |       else  | 
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| 127 |         { | 
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| 128 |           lastRef = tmpShoot; | 
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| 129 |           tmpShoot = tmpShoot->next; | 
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| 130 |         } | 
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| 131 |     } | 
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| 132 |   //cout << "ShootRocket::drawShoot - finished" << endl; | 
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| 133 | } | 
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| 134 |  | 
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| 135 |  | 
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| 136 | void ShootRocket::addShoot(shoot* sh)  | 
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| 137 | { | 
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| 138 |   sh->next = null; | 
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| 139 |   lastShoot = sh; | 
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| 140 | } | 
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| 141 |  | 
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| 142 | void ShootRocket::addBackParable(float x, float y, float z) | 
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| 143 | { | 
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| 144 |    | 
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| 145 |   //cout << "ShootRocket::addShoot" << endl; | 
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| 146 |   shoot* sh = new shoot; | 
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| 147 |   sh->type = BACKPARABLE; | 
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| 148 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 149 |   sh->xVel = (-1+(float)random() / 1000000000/step)/5;  | 
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| 150 |   sh->yVel = -.3; | 
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| 151 |   sh->zVel = (1-(float)random() / 1000000000/step)/5; | 
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| 152 |   sh->xAcc = 0; sh->yAcc = .01/step; sh->zAcc = 0; | 
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| 153 |   sh->next = lastShoot; | 
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| 154 |   lastShoot = sh; | 
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| 155 |   } | 
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| 156 | void ShootRocket::addSideAcc(float x, float y, float z, enum RocketDirection direction) | 
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| 157 | { | 
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| 158 |   //cout << "ShootRocket::addShoot" << endl; | 
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| 159 |   shoot* sh = new shoot; | 
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| 160 |   sh->type = SIDEACC; | 
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| 161 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| 162 |   switch (direction) | 
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| 163 |     { | 
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| 164 |     case LEFT: | 
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| 165 |       sh->xVel = -.5; sh->yVel = .05; sh->zVel = 0; | 
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| 166 |       break; | 
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| 167 |     case RIGHT: | 
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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 |     } | 
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| 171 |   sh->xAcc = .9; sh->yAcc = .02; sh->zAcc = 0; | 
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| 172 |   sh->next = lastShoot; | 
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| 173 |   lastShoot = sh; | 
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| 174 | } | 
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| 175 |  | 
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| 176 | void ShootRocket::addRotater(float x, float y, float z) | 
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| 177 | { | 
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| 178 |    | 
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| 179 |   static float radius = 2; | 
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| 180 |   rotateAngle+=.1; | 
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| 181 |   //cout << "ShootRocket::addShoot" << endl; | 
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| 182 |   shoot* sh = new shoot; | 
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| 183 |   sh->type = ROTATER; | 
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| 184 |   sh->xCor = x+radius*sin(rotateAngle); sh->yCor = y; sh->zCor = z+radius*cos(rotateAngle); | 
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| 185 |   sh->xVel = .1*cos(rotateAngle)/step; | 
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| 186 |   sh->yVel = 0.4/step; | 
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| 187 |   sh->zVel = .1*sin(rotateAngle)/step; | 
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| 188 |   sh->xAcc = 1.01; sh->yAcc = 1.01/step; sh->zAcc = 1.01; | 
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| 189 |   sh->next = lastShoot; | 
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| 190 |   lastShoot = sh; | 
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| 191 | } | 
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| 192 |  | 
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| 193 | void ShootRocket::setShootStep(float step)  | 
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| 194 | { | 
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| 195 |   cout << "ShootRocket::setShootStep to " << step << endl; | 
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| 196 |   this->step = step; | 
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| 197 | } | 
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| 198 |  | 
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| 199 |  | 
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| 200 | /* Exterminate shoot from game, implement this method  */ | 
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| 201 | /* if you like to add animatiion */ | 
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| 202 | void ShootRocket::removeShoot(shoot* sh) | 
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| 203 | { | 
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| 204 |   glPushMatrix();  | 
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| 205 |   glTranslatef(sh->xCor, sh->yCor, sh->zCor); | 
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| 206 |   glutWireCube(1.0); | 
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| 207 |   glPopMatrix(); | 
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| 208 | } | 
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