/*************************************************************************** alienBlaster Copyright (C) 2004 Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ***************************************************************************/ using namespace std; #include "shots.h" #include "shot.h" Shots::Shots() {} Shots::~Shots() { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { delete *i; } } void Shots::addShot(Shot *shot) { if (shot) { shots.push_back(shot); } } void Shots::moveAndCollide( int dT ) { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { (*i)->moveAndCollide( dT ); } } void Shots::deleteAllShots() { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { delete *i; } shots.clear(); } void Shots::expireShots() { unsigned int i = 0; while ( i < shots.size() ) { if ( shots[i]->isExpired() ) { delete shots[i]; // TODO: Performance-Optimierung, indem der letzte Schuß // nach vorne kopiert und dann das letzte Element gelöscht wird. // Dann wird nicht immer der Rest des Vektors kopiert. shots.erase(shots.begin() + i); } else { i++; } } } void Shots::drawShadows(SdlCompat_AcceleratedSurface *screen) { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { (*i)->drawShadow(screen); } } void Shots::drawGroundShots(SdlCompat_AcceleratedSurface *screen) { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { (*i)->drawGroundShot(screen); } } void Shots::drawAirShots(SdlCompat_AcceleratedSurface *screen) { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { (*i)->drawAirShot(screen); } } void Shots::drawGroundAirShots(SdlCompat_AcceleratedSurface *screen) { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { (*i)->drawGroundAirShot(screen); } } Shot* Shots::getNearestRocket(Vector2D position) { vector::iterator i; float distance = 99999.0; Shot* rocket = NULL; for (i = shots.begin(); i != shots.end(); ++i) { if ( (*i)->getShotType() == ENEMY_SHOT_TANK_ROCKET ) { if (position.distanceTo( (*i)->getPos() ) < distance ) { distance = position.distanceTo( (*i)->getPos() ); rocket = (*i); } } } return rocket; } bool Shots::existsRocket() { vector::iterator i; for (i = shots.begin(); i != shots.end(); ++i) { if ( (*i)->getShotType() == ENEMY_SHOT_TANK_ROCKET ) { return true; } } return false; }