[190] | 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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[513] | 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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[190] | 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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[513] | 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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[190] | 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 "OgreSceneManager.h" |
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| 29 | |
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| 30 | #include "bullet_manager.h" |
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| 31 | #include "bullet.h" |
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| 32 | |
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| 33 | |
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| 34 | namespace orxonox { |
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| 35 | namespace weapon { |
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| 36 | using namespace Ogre; |
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| 37 | |
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| 38 | BulletManager::BulletManager(SceneManager *sceneMgr) : sceneMgr_(sceneMgr), |
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| 39 | bulletsIndex_(0), bulletsSize_(8) |
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| 40 | { |
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| 41 | bullets_ = new Bullet*[bulletsSize_]; |
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| 42 | } |
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| 43 | |
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| 44 | |
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| 45 | BulletManager::~BulletManager() |
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| 46 | { |
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| 47 | // clean up the bullet list |
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| 48 | if (bullets_) |
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| 49 | { |
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| 50 | for (int i = 0; i < bulletsIndex_; i++) |
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| 51 | delete bullets_[i]; |
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| 52 | delete bullets_; |
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| 53 | } |
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| 54 | } |
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| 55 | |
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| 56 | |
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| 57 | void BulletManager::addBullet(Bullet *bullet) |
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| 58 | { |
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| 59 | // resize array if neccessary (double the size then) |
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| 60 | if (bulletsIndex_ >= bulletsSize_) |
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| 61 | { |
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| 62 | // redimension the array |
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| 63 | Bullet **tempArray = new Bullet*[2*bulletsSize_]; |
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| 64 | for (int i = 0; i < bulletsSize_; i++) |
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| 65 | tempArray[i] = bullets_[i]; |
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| 66 | bulletsSize_ *= 2; |
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| 67 | delete bullets_; |
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| 68 | bullets_ = tempArray; |
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| 69 | } |
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| 70 | |
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| 71 | // add the bullet to the list |
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| 72 | bullets_[bulletsIndex_++] = bullet; |
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| 73 | } |
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| 74 | |
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| 75 | |
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| 76 | bool BulletManager::tick(unsigned long time, Real deltaTime) |
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| 77 | { |
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| 78 | // update the bullet positions |
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| 79 | for (int i = 0; i < bulletsIndex_; i++) |
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| 80 | { |
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| 81 | bullets_[i]->node_->translate(bullets_[i]->speed_*deltaTime); |
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| 82 | bullets_[i]->node_->yaw(Degree(deltaTime*100)); |
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| 83 | bullets_[i]->node_->roll(Degree(deltaTime*300)); |
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| 84 | } |
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| 85 | |
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| 86 | return true; |
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| 87 | } |
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| 88 | |
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| 89 | } |
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| 90 | } |
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