[668] | 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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[786] | 28 | #include "OrxonoxStableHeaders.h" |
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[784] | 29 | |
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[668] | 30 | #include "BulletManager.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 | CreateFactory(BulletManager); |
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| 36 | |
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[680] | 37 | BulletManager::BulletManager() : bulletsSize_(8), bulletsIndex_(0) |
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[668] | 38 | { |
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| 39 | RegisterObject(BulletManager); |
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| 40 | bullets_ = new Bullet*[bulletsSize_]; |
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| 41 | } |
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| 42 | |
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| 43 | |
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| 44 | BulletManager::~BulletManager() |
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| 45 | { |
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| 46 | // clean up the bullet list |
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| 47 | if (bullets_) |
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| 48 | { |
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| 49 | for (int i = 0; i < bulletsIndex_; i++) |
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| 50 | delete bullets_[i]; |
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| 51 | delete bullets_; |
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| 52 | } |
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| 53 | } |
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| 54 | |
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| 55 | |
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| 56 | void BulletManager::addBullet(Bullet *bullet) |
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| 57 | { |
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| 58 | // resize array if neccessary (double the size then) |
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| 59 | if (bulletsIndex_ >= bulletsSize_) |
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| 60 | { |
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| 61 | // redimension the array |
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| 62 | Bullet **tempArray = new Bullet*[2*bulletsSize_]; |
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| 63 | for (int i = 0; i < bulletsSize_; i++) |
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| 64 | tempArray[i] = bullets_[i]; |
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| 65 | bulletsSize_ *= 2; |
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| 66 | delete bullets_; |
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| 67 | bullets_ = tempArray; |
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| 68 | } |
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| 69 | |
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| 70 | // add the bullet to the list |
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| 71 | bullets_[bulletsIndex_++] = bullet; |
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| 72 | } |
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| 73 | |
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| 74 | |
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| 75 | void BulletManager::tick(float dt) |
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| 76 | { |
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| 77 | // update the bullet positions |
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| 78 | for (int i = 0; i < bulletsIndex_; i++) |
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| 79 | { |
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| 80 | bullets_[i]->getNode()->translate(bullets_[i]->getVelocity()*dt); |
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| 81 | //bullets_[i]->getNode()->yaw(Degree(dt*100)); |
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| 82 | //bullets_[i]->getNode()->roll(Degree(dt*300)); |
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| 83 | } |
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| 84 | } |
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| 85 | |
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[715] | 86 | int BulletManager::getAmmunitionID(const std::string &ammoName) |
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[668] | 87 | { |
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[715] | 88 | std::string ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" }; |
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[668] | 89 | int ammoTypesLength = 3; |
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| 90 | |
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| 91 | for (int i = 0; i < ammoTypesLength; i++) |
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| 92 | { |
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| 93 | if (ammoTypes[i] == ammoName) |
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| 94 | return i; |
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| 95 | } |
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| 96 | return -1; |
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| 97 | } |
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| 98 | |
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| 99 | int BulletManager::getNumberOfAmmos() |
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| 100 | { |
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| 101 | return 3; |
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| 102 | } |
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| 103 | |
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| 104 | } |
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