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source: code/branches/main_reto_vs05/src/weapon/bullet_manager.cc @ 189

Last change on this file since 189 was 189, checked in by rgrieder, 17 years ago
  • InertialNode bare construct written
  • Orxonox starts and one can make barrels fly correctly
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgreSceneManager.h"
29
30#include "bullet_manager.h"
31#include "bullet.h"
32
33
34namespace orxonox {
35namespace weapon {
36  using namespace Ogre;
37
38  BulletManager::BulletManager(SceneManager *sceneMgr) : sceneMgr_(sceneMgr),
39        bulletsIndex_(0), bulletsSize_(8)
40  {
41    bullets_ = new Bullet*[bulletsSize_];
42  }
43
44
45  BulletManager::~BulletManager()
46  {
47    // clean up the bullet list
48    if (bullets_)
49    {
50      for (int i = 0; i < bulletsIndex_; i++)
51        delete bullets_[i];
52      delete bullets_;
53    }
54  }
55
56
57  void BulletManager::addBullet(Bullet *bullet)
58  {
59    // resize array if neccessary (double the size then)
60    if (bulletsIndex_ >= bulletsSize_)
61    {
62      // redimension the array
63      Bullet **tempArray = new Bullet*[2*bulletsSize_];
64      for (int i = 0; i < bulletsSize_; i++)
65        tempArray[i] = bullets_[i];
66      bulletsSize_ *= 2;
67      delete bullets_;
68      bullets_ = tempArray;
69    }
70
71    // add the bullet to the list
72    bullets_[bulletsIndex_++] = bullet;
73  }
74
75
76  bool BulletManager::tick(unsigned long time, Real deltaTime)
77  {
78    // update the bullet positions
79    for (int i = 0; i < bulletsIndex_; i++)
80    {
81      bullets_[i]->node_->translate(bullets_[i]->speed_*deltaTime);
82      bullets_[i]->node_->yaw(Degree(deltaTime*100));
83      bullets_[i]->node_->roll(Degree(deltaTime*300));
84    }
85
86    return true;
87  }
88
89}
90}
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