[1896] | 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: |
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| 16 | */ |
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| 17 | |
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| 18 | |
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| 19 | |
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[2036] | 20 | |
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| 21 | #include <GL/glut.h> |
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[1896] | 22 | #include <iostream> |
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| 23 | |
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[2036] | 24 | #include "stdincl.h" |
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| 25 | #include "data_tank.h" |
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[1896] | 26 | |
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[2036] | 27 | #include "shoot_laser.h" |
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| 28 | |
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[1896] | 29 | using namespace std; |
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| 30 | |
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| 31 | |
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| 32 | |
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| 33 | ShootLaser::ShootLaser () |
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| 34 | { |
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| 35 | lastShoot = null; |
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[1900] | 36 | step = 1.0; |
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[1929] | 37 | inhibitor = 0; |
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[1896] | 38 | } |
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| 39 | |
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| 40 | |
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| 41 | ShootLaser::~ShootLaser () {} |
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| 42 | |
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| 43 | |
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| 44 | void ShootLaser::drawShoot() |
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| 45 | { |
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| 46 | |
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| 47 | //cout << "ShootLaser::drawShoot" << endl; |
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| 48 | /* now draw all the shoots (many) */ |
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| 49 | shoot* tmpShoot = lastShoot; |
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[1898] | 50 | shoot* lastRef = null; |
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[1896] | 51 | while( tmpShoot != null ) |
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| 52 | { |
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| 53 | glPushMatrix(); |
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| 54 | glTranslatef(tmpShoot->xCor, tmpShoot->yCor, tmpShoot->zCor); |
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[1920] | 55 | tmpShoot->xCor+=tmpShoot->xVel; |
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| 56 | tmpShoot->yCor+=tmpShoot->yVel; |
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[1896] | 57 | glScalef(0.1, 0.1, 0.1); |
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| 58 | glutWireCube(1.0); |
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| 59 | glPopMatrix(); |
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[1898] | 60 | |
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| 61 | /* garbage collection: look if shoot is outside world */ |
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| 62 | /* fix1: weak boundaries check all four sides */ |
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| 63 | /* fix2: conditions, that a struct tree can be cut off */ |
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[1899] | 64 | /* fix3: more efficent and nicer please */ |
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[1919] | 65 | if (tmpShoot->yCor - DataTank::yOffset > 20) |
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[1898] | 66 | { |
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[1900] | 67 | /* normal case: delete one element, link the others */ |
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[1898] | 68 | if (lastRef != null) |
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| 69 | { |
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[1900] | 70 | //cout << "garbage collection" << endl; |
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[1898] | 71 | lastRef->next = tmpShoot->next; |
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| 72 | delete tmpShoot; |
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[1900] | 73 | tmpShoot = lastRef->next; |
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| 74 | //cout << "garbage collection left" << endl; |
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[1898] | 75 | } |
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| 76 | else |
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| 77 | { |
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[1900] | 78 | /* special case: first element to be processed */ |
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| 79 | //cout << "garbage collecton: first el in queue" << endl; |
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[1898] | 80 | lastRef = tmpShoot->next; |
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| 81 | delete tmpShoot; |
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| 82 | tmpShoot = lastRef; |
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[1900] | 83 | lastShoot = tmpShoot; |
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| 84 | if (tmpShoot != null) |
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| 85 | { |
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| 86 | tmpShoot = tmpShoot->next; |
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| 87 | //cout << "noch nich null" << endl; |
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| 88 | } |
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| 89 | else |
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| 90 | { |
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| 91 | lastRef = null; |
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| 92 | tmpShoot = null; |
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| 93 | lastShoot = null; |
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| 94 | //cout << "endl null" << endl; |
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| 95 | } |
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| 96 | |
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| 97 | //cout << "garbage collection: firtst el in queue left" << endl; |
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[1898] | 98 | } |
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| 99 | } |
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| 100 | else |
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| 101 | { |
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| 102 | lastRef = tmpShoot; |
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| 103 | tmpShoot = tmpShoot->next; |
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| 104 | } |
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[1896] | 105 | } |
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| 106 | //cout << "ShootLaser::drawShoot - finished" << endl; |
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| 107 | } |
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| 108 | |
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| 109 | |
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| 110 | void ShootLaser::addShoot(shoot* sh) |
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| 111 | { |
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| 112 | sh->next = null; |
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| 113 | lastShoot = sh; |
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| 114 | } |
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| 115 | |
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[1898] | 116 | void ShootLaser::addShoot(float x, float y, float z) |
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[1896] | 117 | { |
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| 118 | //cout << "ShootLaser::addShoot" << endl; |
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| 119 | shoot* sh = new shoot; |
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| 120 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
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[1920] | 121 | sh->xVel = 0; sh->yVel = .4/step; sh->zVel = 0; |
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[1896] | 122 | sh->next = lastShoot; |
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| 123 | lastShoot = sh; |
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| 124 | } |
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| 125 | |
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[1900] | 126 | void ShootLaser::addShootExt(float x, float y, float z, |
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[1920] | 127 | float xVel, float yVel, float zVel) |
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[1900] | 128 | { |
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| 129 | //cout << "ShootLaser::addShootExtended" << endl; |
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| 130 | shoot* sh = new shoot; |
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| 131 | sh->xCor = x; sh->yCor = y; sh->zCor = z; |
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[1920] | 132 | sh->xVel = xVel/step; sh->yVel = yVel/step; sh->zVel = zVel/step; |
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[1900] | 133 | sh->next = lastShoot; |
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| 134 | lastShoot = sh; |
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| 135 | } |
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| 136 | |
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| 137 | void ShootLaser::setShootStep(float step) |
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| 138 | { |
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| 139 | cout << "ShootLaser::setShootStep to " << step << endl; |
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| 140 | this->step = step; |
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[2036] | 141 | cout << "ShootLaser::setShootStep end " << step << endl; |
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[1900] | 142 | } |
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| 143 | |
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| 144 | |
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| 145 | /* Exterminate shoot from game, implement this method */ |
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| 146 | /* if you like to add animatiion */ |
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| 147 | void ShootLaser::removeShoot(shoot* sh) |
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| 148 | { |
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| 149 | glPushMatrix(); |
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| 150 | glTranslatef(sh->xCor, sh->yCor, sh->zCor); |
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| 151 | glutWireCube(1.0); |
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| 152 | glPopMatrix(); |
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| 153 | } |
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