Files
commandergenius/project/jni/application/alienblaster/shots.cpp

123 lines
3.3 KiB
C++

/***************************************************************************
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<Shot *>::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<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
(*i)->moveAndCollide( dT );
}
}
void Shots::deleteAllShots() {
vector<Shot *>::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<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
(*i)->drawShadow(screen);
}
}
void Shots::drawGroundShots(SdlCompat_AcceleratedSurface *screen) {
vector<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
(*i)->drawGroundShot(screen);
}
}
void Shots::drawAirShots(SdlCompat_AcceleratedSurface *screen) {
vector<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
(*i)->drawAirShot(screen);
}
}
void Shots::drawGroundAirShots(SdlCompat_AcceleratedSurface *screen) {
vector<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
(*i)->drawGroundAirShot(screen);
}
}
Shot* Shots::getNearestRocket(Vector2D position) {
vector<Shot *>::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<Shot *>::iterator i;
for (i = shots.begin(); i != shots.end(); ++i) {
if ( (*i)->getShotType() == ENEMY_SHOT_TANK_ROCKET ) {
return true;
}
}
return false;
}