| [1896] | 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 |  | 
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| [2036] | 20 |  | 
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 | 21 | #include <GL/glut.h> | 
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| [1896] | 22 | #include <iostream> | 
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 | 23 |  | 
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| [2036] | 24 | #include "stdincl.h" | 
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 | 25 | #include "data_tank.h" | 
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| [1896] | 26 |  | 
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| [2036] | 27 | #include "shoot_laser.h" | 
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 | 28 |  | 
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| [1896] | 29 | using namespace std; | 
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 | 30 |  | 
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 | 31 |  | 
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 | 32 |  | 
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 | 33 | ShootLaser::ShootLaser ()  | 
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 | 34 | { | 
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 | 35 |   lastShoot = null; | 
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| [1900] | 36 |   step = 1.0; | 
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| [1929] | 37 |   inhibitor = 0; | 
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| [1896] | 38 | } | 
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 | 39 |  | 
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 | 40 |  | 
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 | 41 | ShootLaser::~ShootLaser () {} | 
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 | 42 |  | 
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 | 43 |  | 
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 | 44 | void ShootLaser::drawShoot()  | 
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 | 45 | { | 
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 | 46 |  | 
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 | 47 |   //cout << "ShootLaser::drawShoot" << endl; | 
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 | 48 |   /* now draw all the shoots (many) */ | 
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 | 49 |   shoot* tmpShoot = lastShoot; | 
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| [1898] | 50 |   shoot* lastRef = null; | 
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| [1896] | 51 |   while( tmpShoot != null ) | 
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 | 52 |     { | 
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 | 53 |       glPushMatrix();  | 
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 | 54 |       glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); | 
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| [1920] | 55 |       tmpShoot->xCor+=tmpShoot->xVel; | 
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 | 56 |       tmpShoot->yCor+=tmpShoot->yVel; | 
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| [1896] | 57 |       glScalef(0.1, 0.1, 0.1); | 
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 | 58 |       glutWireCube(1.0); | 
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 | 59 |       glPopMatrix(); | 
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| [1898] | 60 |  | 
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 | 61 |       /* garbage collection: look if shoot is outside world */ | 
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 | 62 |       /* fix1: weak boundaries check all four sides */ | 
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 | 63 |       /* fix2: conditions, that a struct tree can be cut off */ | 
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| [1899] | 64 |       /* fix3: more efficent and nicer please */ | 
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| [1919] | 65 |       if (tmpShoot->yCor - DataTank::yOffset > 20)  | 
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| [1898] | 66 |         { | 
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| [1900] | 67 |           /* normal case: delete one element, link the others */ | 
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| [1898] | 68 |           if (lastRef != null)  | 
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 | 69 |             { | 
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| [1900] | 70 |               //cout << "garbage collection" << endl; | 
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| [1898] | 71 |               lastRef->next = tmpShoot->next; | 
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 | 72 |               delete tmpShoot; | 
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| [1900] | 73 |               tmpShoot = lastRef->next; | 
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 | 74 |               //cout << "garbage collection left" << endl; | 
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| [1898] | 75 |             } | 
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 | 76 |           else | 
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 | 77 |             { | 
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| [1900] | 78 |               /* special case: first element to be processed */ | 
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 | 79 |               //cout << "garbage collecton: first el in queue" << endl; | 
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| [1898] | 80 |               lastRef = tmpShoot->next; | 
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 | 81 |               delete tmpShoot; | 
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 | 82 |               tmpShoot = lastRef; | 
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| [1900] | 83 |               lastShoot = tmpShoot; | 
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 | 84 |               if (tmpShoot != null)  | 
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 | 85 |                 { | 
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 | 86 |                   tmpShoot = tmpShoot->next; | 
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 | 87 |                   //cout << "noch nich null" << endl; | 
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 | 88 |                 } | 
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 | 89 |               else  | 
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 | 90 |                 { | 
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 | 91 |                   lastRef = null; | 
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 | 92 |                   tmpShoot = null; | 
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 | 93 |                   lastShoot = null; | 
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 | 94 |                   //cout << "endl null" << endl; | 
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 | 95 |                 } | 
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 | 96 |                | 
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 | 97 |               //cout << "garbage collection: firtst el in queue left" << endl; | 
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| [1898] | 98 |             } | 
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 | 99 |         } | 
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 | 100 |       else  | 
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 | 101 |         { | 
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 | 102 |           lastRef = tmpShoot; | 
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 | 103 |           tmpShoot = tmpShoot->next; | 
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 | 104 |         } | 
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| [1896] | 105 |     } | 
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 | 106 |   //cout << "ShootLaser::drawShoot - finished" << endl; | 
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 | 107 | } | 
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 | 108 |  | 
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 | 109 |  | 
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 | 110 | void ShootLaser::addShoot(shoot* sh)  | 
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 | 111 | { | 
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 | 112 |   sh->next = null; | 
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 | 113 |   lastShoot = sh; | 
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 | 114 | } | 
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 | 115 |  | 
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| [1898] | 116 | void ShootLaser::addShoot(float x, float y, float z) | 
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| [1896] | 117 | { | 
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 | 118 |   //cout << "ShootLaser::addShoot" << endl; | 
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 | 119 |   shoot* sh = new shoot; | 
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 | 120 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| [1920] | 121 |   sh->xVel = 0; sh->yVel = .4/step; sh->zVel = 0; | 
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| [1896] | 122 |   sh->next = lastShoot; | 
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 | 123 |   lastShoot = sh; | 
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 | 124 | } | 
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 | 125 |  | 
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| [1900] | 126 | void ShootLaser::addShootExt(float x, float y, float z,  | 
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| [1920] | 127 |                              float xVel, float yVel, float zVel) | 
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| [1900] | 128 | { | 
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 | 129 |   //cout << "ShootLaser::addShootExtended" << endl; | 
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 | 130 |   shoot* sh = new shoot; | 
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 | 131 |   sh->xCor = x; sh->yCor = y; sh->zCor = z; | 
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| [1920] | 132 |   sh->xVel = xVel/step; sh->yVel = yVel/step; sh->zVel = zVel/step; | 
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| [1900] | 133 |   sh->next = lastShoot; | 
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 | 134 |   lastShoot = sh; | 
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 | 135 | } | 
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 | 136 |  | 
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 | 137 | void ShootLaser::setShootStep(float step)  | 
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 | 138 | { | 
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 | 139 |   cout << "ShootLaser::setShootStep to " << step << endl; | 
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 | 140 |   this->step = step; | 
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| [2036] | 141 |   cout << "ShootLaser::setShootStep end " << step << endl; | 
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| [1900] | 142 | } | 
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 | 143 |  | 
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 | 144 |  | 
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 | 145 | /* Exterminate shoot from game, implement this method  */ | 
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 | 146 | /* if you like to add animatiion */ | 
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 | 147 | void ShootLaser::removeShoot(shoot* sh) | 
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 | 148 | { | 
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 | 149 |   glPushMatrix();  | 
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 | 150 |   glTranslatef(sh->xCor, sh->yCor, sh->zCor); | 
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 | 151 |   glutWireCube(1.0); | 
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 | 152 |   glPopMatrix(); | 
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 | 153 | } | 
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