[1920] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: Benjamin Grauer |
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| 16 | */ |
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| 17 | |
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| 18 | |
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| 19 | #include <iostream> |
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[2058] | 20 | #include <math.h> |
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| 21 | #include <GL/glut.h> |
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[1920] | 22 | |
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[2058] | 23 | #include "stdincl.h" |
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| 24 | #include "data_tank.h" |
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| 25 | #include "npc.h" |
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[1920] | 26 | |
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[2058] | 27 | #include "shoot_rocket.h" |
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| 28 | |
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[1920] | 29 | using namespace std; |
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| 30 | |
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| 31 | |
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| 32 | |
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[1921] | 33 | ShootRocket::ShootRocket () |
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[1920] | 34 | { |
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| 35 | lastShoot = null; |
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| 36 | step = 1.0; |
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[1921] | 37 | inhibitor =0; |
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[1926] | 38 | rotateAngle = 0.0; |
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[1920] | 39 | } |
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| 40 | |
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| 41 | |
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| 42 | ShootRocket::~ShootRocket () {} |
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| 43 | |
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| 44 | |
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| 45 | void ShootRocket::drawShoot() |
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| 46 | { |
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| 47 | |
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| 48 | //cout << "ShootRocket::drawShoot" << endl; |
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| 49 | /* now draw all the shoots (many) */ |
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| 50 | shoot* tmpShoot = lastShoot; |
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| 51 | shoot* lastRef = null; |
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| 52 | while( tmpShoot != null ) |
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| 53 | { |
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| 54 | glPushMatrix(); |
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| 55 | glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); |
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[1957] | 56 | tmpShoot->age+=step; |
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[1924] | 57 | switch (tmpShoot->type) |
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| 58 | { |
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| 59 | case BACKPARABLE: |
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| 60 | tmpShoot->xCor+=tmpShoot->xVel; |
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| 61 | tmpShoot->yCor+=tmpShoot->yVel; |
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| 62 | tmpShoot->xVel+=tmpShoot->xAcc; |
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| 63 | tmpShoot->yVel+=tmpShoot->yAcc; |
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| 64 | break; |
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| 65 | |
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| 66 | case SIDEACC: |
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| 67 | if (tmpShoot->xVel >= .01 || tmpShoot->xVel <= -.01) |
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| 68 | { |
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| 69 | tmpShoot->xCor+=tmpShoot->xVel; |
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[1925] | 70 | tmpShoot->yCor+=tmpShoot->yVel; |
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[1924] | 71 | tmpShoot->xVel*=tmpShoot->xAcc; |
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| 72 | } |
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| 73 | else |
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| 74 | { |
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[1925] | 75 | tmpShoot->xCor+=tmpShoot->xVel; |
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[1924] | 76 | tmpShoot->yCor+=tmpShoot->yVel; |
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| 77 | tmpShoot->yVel+=tmpShoot->yVel*tmpShoot->yAcc; |
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| 78 | } |
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| 79 | break; |
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[1926] | 80 | |
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| 81 | case ROTATER: |
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[1927] | 82 | tmpShoot->xCor+=tmpShoot->xVel; |
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[1926] | 83 | tmpShoot->yCor+=tmpShoot->yVel; |
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[1927] | 84 | tmpShoot->zCor+=tmpShoot->zVel; |
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[1926] | 85 | break; |
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| 86 | |
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[1924] | 87 | } |
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[1926] | 88 | |
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[1920] | 89 | glScalef(0.1, 0.1, 0.1); |
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| 90 | glutWireCube(1.0); |
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| 91 | glPopMatrix(); |
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| 92 | |
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| 93 | /* garbage collection: look if shoot is outside world */ |
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| 94 | /* fix1: weak boundaries check all four sides */ |
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| 95 | /* fix2: conditions, that a struct tree can be cut off */ |
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| 96 | /* fix3: more efficent and nicer please */ |
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[1957] | 97 | if (tmpShoot->age > tmpShoot->lifetime) |
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[1920] | 98 | { |
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| 99 | /* normal case: delete one element, link the others */ |
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| 100 | if (lastRef != null) |
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| 101 | { |
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| 102 | //cout << "garbage collection" << endl; |
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| 103 | lastRef->next = tmpShoot->next; |
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| 104 | delete tmpShoot; |
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| 105 | tmpShoot = lastRef->next; |
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| 106 | //cout << "garbage collection left" << endl; |
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| 107 | } |
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| 108 | else |
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| 109 | { |
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| 110 | /* special case: first element to be processed */ |
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| 111 | //cout << "garbage collecton: first el in queue" << endl; |
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| 112 | lastRef = tmpShoot->next; |
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| 113 | delete tmpShoot; |
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| 114 | tmpShoot = lastRef; |
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| 115 | lastShoot = tmpShoot; |
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| 116 | if (tmpShoot != null) |
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| 117 | { |
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| 118 | tmpShoot = tmpShoot->next; |
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| 119 | //cout << "noch nich null" << endl; |
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| 120 | } |
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| 121 | else |
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| 122 | { |
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| 123 | lastRef = null; |
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| 124 | tmpShoot = null; |
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| 125 | lastShoot = null; |
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| 126 | //cout << "endl null" << endl; |
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| 127 | } |
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| 128 | |
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| 129 | //cout << "garbage collection: firtst el in queue left" << endl; |
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| 130 | } |
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| 131 | } |
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| 132 | else |
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| 133 | { |
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| 134 | lastRef = tmpShoot; |
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| 135 | tmpShoot = tmpShoot->next; |
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| 136 | } |
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| 137 | } |
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| 138 | //cout << "ShootRocket::drawShoot - finished" << endl; |
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| 139 | } |
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| 140 | |
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| 141 | |
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| 142 | void ShootRocket::addShoot(shoot* sh) |
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| 143 | { |
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| 144 | sh->next = null; |
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| 145 | lastShoot = sh; |
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| 146 | } |
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| 147 | |
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[1924] | 148 | void ShootRocket::addBackParable(float x, float y, float z) |
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[1920] | 149 | { |
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[1926] | 150 | |
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| 151 | //cout << "ShootRocket::addShoot" << endl; |
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| 152 | shoot* sh = new shoot; |
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| 153 | sh->type = BACKPARABLE; |
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| 154 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
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[1955] | 155 | sh->xVel = (-1+(float)rand() / 1000000000/step)/5; |
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[1926] | 156 | sh->yVel = -.3; |
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[1955] | 157 | sh->zVel = (1-(float)rand() / 1000000000/step)/5; |
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[1926] | 158 | sh->xAcc = 0; sh->yAcc = .01/step; sh->zAcc = 0; |
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[1957] | 159 | sh->age=0; |
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| 160 | sh->lifetime=5; |
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[1926] | 161 | sh->next = lastShoot; |
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| 162 | lastShoot = sh; |
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[1929] | 163 | } |
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[1924] | 164 | void ShootRocket::addSideAcc(float x, float y, float z, enum RocketDirection direction) |
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[1920] | 165 | { |
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[1926] | 166 | //cout << "ShootRocket::addShoot" << endl; |
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| 167 | shoot* sh = new shoot; |
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| 168 | sh->type = SIDEACC; |
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| 169 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
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| 170 | switch (direction) |
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[1924] | 171 | { |
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[1926] | 172 | case LEFT: |
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| 173 | sh->xVel = -.5; sh->yVel = .05; sh->zVel = 0; |
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| 174 | break; |
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| 175 | case RIGHT: |
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| 176 | sh->xVel = .5; sh->yVel = .05; sh->zVel = 0; |
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| 177 | break; |
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[1924] | 178 | } |
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[1926] | 179 | sh->xAcc = .9; sh->yAcc = .02; sh->zAcc = 0; |
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[1957] | 180 | sh->age=0; |
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| 181 | sh->lifetime=10; |
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[1926] | 182 | sh->next = lastShoot; |
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| 183 | lastShoot = sh; |
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[1929] | 184 | } |
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[1926] | 185 | |
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| 186 | void ShootRocket::addRotater(float x, float y, float z) |
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| 187 | { |
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| 188 | |
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| 189 | static float radius = 2; |
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[1927] | 190 | rotateAngle+=.1; |
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[1926] | 191 | //cout << "ShootRocket::addShoot" << endl; |
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| 192 | shoot* sh = new shoot; |
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| 193 | sh->type = ROTATER; |
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| 194 | sh->xCor = x+radius*sin(rotateAngle); sh->yCor = y; sh->zCor = z+radius*cos(rotateAngle); |
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[1957] | 195 | sh->xVel = 1*cos(rotateAngle)*step; |
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| 196 | sh->yVel = 4*step; |
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| 197 | sh->zVel = 1*sin(rotateAngle)*step; |
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| 198 | sh->xAcc = 1.01; sh->yAcc = 1- step; sh->zAcc = 1.01; |
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| 199 | sh->age=0; |
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| 200 | sh->lifetime=10; |
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[1926] | 201 | sh->next = lastShoot; |
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| 202 | lastShoot = sh; |
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| 203 | } |
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[1920] | 204 | |
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| 205 | void ShootRocket::setShootStep(float step) |
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| 206 | { |
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| 207 | cout << "ShootRocket::setShootStep to " << step << endl; |
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| 208 | this->step = step; |
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| 209 | } |
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| 210 | |
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| 211 | |
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| 212 | /* Exterminate shoot from game, implement this method */ |
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| 213 | /* if you like to add animatiion */ |
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| 214 | void ShootRocket::removeShoot(shoot* sh) |
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| 215 | { |
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| 216 | glPushMatrix(); |
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| 217 | glTranslatef(sh->xCor, sh->yCor, sh->zCor); |
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| 218 | glutWireCube(1.0); |
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| 219 | glPopMatrix(); |
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| 220 | } |
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