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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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20 | #include <math.h> |
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21 | #include <GL/glut.h> |
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22 | |
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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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26 | |
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27 | #include "shoot_rocket.h" |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | |
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32 | |
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33 | ShootRocket::ShootRocket () |
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34 | { |
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35 | lastShoot = null; |
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36 | step = 1.0; |
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37 | inhibitor =0; |
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38 | rotateAngle = 0.0; |
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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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56 | tmpShoot->age+=step; |
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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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70 | tmpShoot->yCor+=tmpShoot->yVel; |
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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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75 | tmpShoot->xCor+=tmpShoot->xVel; |
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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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80 | |
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81 | case ROTATER: |
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82 | tmpShoot->xCor+=tmpShoot->xVel; |
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83 | tmpShoot->yCor+=tmpShoot->yVel; |
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84 | tmpShoot->zCor+=tmpShoot->zVel; |
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85 | break; |
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86 | |
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87 | } |
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88 | |
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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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97 | if (tmpShoot->age > tmpShoot->lifetime) |
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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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148 | void ShootRocket::addBackParable(float x, float y, float z) |
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149 | { |
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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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155 | sh->xVel = (-1+(float)rand() / 1000000000/step)/5; |
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156 | sh->yVel = -.3; |
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157 | sh->zVel = (1-(float)rand() / 1000000000/step)/5; |
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158 | sh->xAcc = 0; sh->yAcc = .01/step; sh->zAcc = 0; |
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159 | sh->age=0; |
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160 | sh->lifetime=5; |
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161 | sh->next = lastShoot; |
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162 | lastShoot = sh; |
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163 | } |
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164 | void ShootRocket::addSideAcc(float x, float y, float z, enum RocketDirection direction) |
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165 | { |
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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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171 | { |
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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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178 | } |
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179 | sh->xAcc = .9; sh->yAcc = .02; sh->zAcc = 0; |
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180 | sh->age=0; |
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181 | sh->lifetime=10; |
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182 | sh->next = lastShoot; |
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183 | lastShoot = sh; |
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184 | } |
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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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190 | rotateAngle+=.1; |
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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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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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201 | sh->next = lastShoot; |
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202 | lastShoot = sh; |
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203 | } |
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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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