1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software; you can redistribute it and/or |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program; if not, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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20 | * |
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21 | * Author: |
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22 | * Reto Grieder |
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23 | * Co-authors: |
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24 | * ... |
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25 | * |
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26 | */ |
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27 | |
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28 | #include "BulletManager.h" |
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29 | #include "Bullet.h" |
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30 | |
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31 | |
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32 | namespace orxonox { |
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33 | CreateFactory(BulletManager); |
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34 | |
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35 | BulletManager::BulletManager() : bulletsSize_(8), bulletsIndex_(0) |
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36 | { |
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37 | RegisterObject(BulletManager); |
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38 | bullets_ = new Bullet*[bulletsSize_]; |
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39 | } |
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40 | |
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41 | |
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42 | BulletManager::~BulletManager() |
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43 | { |
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44 | // clean up the bullet list |
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45 | if (bullets_) |
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46 | { |
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47 | for (int i = 0; i < bulletsIndex_; i++) |
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48 | delete bullets_[i]; |
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49 | delete bullets_; |
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50 | } |
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51 | } |
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52 | |
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53 | |
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54 | void BulletManager::addBullet(Bullet *bullet) |
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55 | { |
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56 | // resize array if neccessary (double the size then) |
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57 | if (bulletsIndex_ >= bulletsSize_) |
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58 | { |
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59 | // redimension the array |
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60 | Bullet **tempArray = new Bullet*[2*bulletsSize_]; |
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61 | for (int i = 0; i < bulletsSize_; i++) |
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62 | tempArray[i] = bullets_[i]; |
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63 | bulletsSize_ *= 2; |
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64 | delete bullets_; |
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65 | bullets_ = tempArray; |
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66 | } |
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67 | |
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68 | // add the bullet to the list |
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69 | bullets_[bulletsIndex_++] = bullet; |
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70 | } |
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71 | |
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72 | |
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73 | void BulletManager::tick(float dt) |
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74 | { |
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75 | // update the bullet positions |
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76 | for (int i = 0; i < bulletsIndex_; i++) |
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77 | { |
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78 | bullets_[i]->getNode()->translate(bullets_[i]->getVelocity()*dt); |
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79 | //bullets_[i]->getNode()->yaw(Degree(dt*100)); |
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80 | //bullets_[i]->getNode()->roll(Degree(dt*300)); |
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81 | } |
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82 | } |
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83 | |
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84 | int BulletManager::getAmmunitionID(const std::string &ammoName) |
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85 | { |
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86 | std::string ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; |
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87 | int ammoTypesLength = 3; |
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88 | |
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89 | for (int i = 0; i < ammoTypesLength; i++) |
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90 | { |
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91 | if (ammoTypes[i] == ammoName) |
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92 | return i; |
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93 | } |
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94 | return -1; |
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95 | } |
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96 | |
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97 | int BulletManager::getNumberOfAmmos() |
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98 | { |
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99 | return 3; |
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100 | } |
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101 | |
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102 | } |
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