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source: code/trunk/src/orxonox/objects/weapon/BulletManager.cc @ 861

Last change on this file since 861 was 790, checked in by nicolasc, 17 years ago

merged FICN back into trunk
awaiting release.

File size: 2.6 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
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (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, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OrxonoxStableHeaders.h"
29
30#include "BulletManager.h"
31#include "Bullet.h"
32
33
34namespace orxonox {
35  CreateFactory(BulletManager);
36
37  BulletManager::BulletManager() : bulletsSize_(8), bulletsIndex_(0)
38  {
39    RegisterObject(BulletManager);
40    bullets_ = new Bullet*[bulletsSize_];
41  }
42
43
44  BulletManager::~BulletManager()
45  {
46    // clean up the bullet list
47    if (bullets_)
48    {
49      for (int i = 0; i < bulletsIndex_; i++)
50        delete bullets_[i];
51      delete bullets_;
52    }
53  }
54
55
56  void BulletManager::addBullet(Bullet *bullet)
57  {
58    // resize array if neccessary (double the size then)
59    if (bulletsIndex_ >= bulletsSize_)
60    {
61      // redimension the array
62      Bullet **tempArray = new Bullet*[2*bulletsSize_];
63      for (int i = 0; i < bulletsSize_; i++)
64        tempArray[i] = bullets_[i];
65      bulletsSize_ *= 2;
66      delete bullets_;
67      bullets_ = tempArray;
68    }
69
70    // add the bullet to the list
71    bullets_[bulletsIndex_++] = bullet;
72  }
73
74
75  void BulletManager::tick(float dt)
76  {
77    // update the bullet positions
78    for (int i = 0; i < bulletsIndex_; i++)
79    {
80      bullets_[i]->getNode()->translate(bullets_[i]->getVelocity()*dt);
81      //bullets_[i]->getNode()->yaw(Degree(dt*100));
82      //bullets_[i]->getNode()->roll(Degree(dt*300));
83    }
84  }
85
86  int BulletManager::getAmmunitionID(const std::string &ammoName)
87  {
88    std::string ammoTypes[] = { "Energy Cell", "Barrel", "Lead Shot" };
89    int ammoTypesLength = 3;
90
91    for (int i = 0; i < ammoTypesLength; i++)
92    {
93      if (ammoTypes[i] == ammoName)
94        return i;
95    }
96    return -1;
97  }
98
99  int BulletManager::getNumberOfAmmos()
100  {
101    return 3;
102  }
103
104}
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