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