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📄 fireball.cpp.svn-base

📁 自己做的小游戏
💻 SVN-BASE
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#include "FireBall.h"
#include "gamedata.h"
#include "structs.h"

#include "../game/custom_time.h"
#include "../game/msg.h"
#include "../game/msgroute.h"
#include "../game/util.h"


#include <windows.h>
#include <gl/gl.h>

#include <limits.h>
#include <assert.h>
#include <math.h>



unsigned int FireBall::FireballID = 0;
FireBall::FireBall(Vertex initPos, Vertex destPos, unsigned int sender, float d)
{
	oldPos = newPos = initPos;
	SenderID = sender;
	damage = d;
	checked = true;
	collide = false;
	NeedChecked = true;
	pos = initPos;
	dest = destPos;
	radius = 0.3;
	moveSpeed = 40;

	v_y = 0.001 * moveSpeed * (destPos.y-initPos.y) / GetDistance3D(initPos, destPos);
	v_x = 0.001 * moveSpeed * (destPos.x-initPos.x) / GetDistance(initPos, destPos);
	v_z = 0.001 * moveSpeed * (destPos.z-initPos.z) / GetDistance(initPos, destPos);

	ID = FireballID++;
	markForDeleted = false;
	endTime = curT + 6000;
	deleteTime = endTime + 1000;
	exploded = false;
}

FireBall::~FireBall(void)
{
}

void FireBall::CalcNewPos()
{
	oldPos = pos;
	newPos.x = pos.x + incT * v_x;
	newPos.y = pos.y + incT * v_y;
	newPos.z = pos.z + incT * v_z;
}

void FireBall::Update()
{
	if (curT >= deleteTime) {
		markForDeleted = true;
		return;
	}

	if (curT >= endTime) {
		exploded = true;
		explosionTime = curT;
	}
		

	if (!checked) {
		assert( !"You must calculate new position before update!" );
		return;
	}
	checked = false;
	if (collide) {
		if (collideId != -1) {
			extra_data ex;
			ex.damage = damage;
			SendMsg(MSG_Damage, collideId, collideId, ex);
		}
		deleteTime = curT + 1000;
		exploded = true;
		explosionTime = curT;
		collide = false;
		NeedChecked = false;
		
	} else {
		if (!exploded)
			pos = newPos;
		//if (GetDistance3D(pos, dest) < 0.01)
		//	markForDeleted = true;
	}
}



void FireBall::DeleteOldFB()
{
	list<FireBall>::iterator i = fireBalls.begin();
	while (i != fireBalls.end()) {
		if (i->markForDeleted) {
			i = fireBalls.erase(i);









		} else
			++i;
	}
}

void FireBall::CalcFBNewPos()
{
	list<FireBall>::iterator i = fireBalls.begin();
	while (i != fireBalls.end()) {
		i->CalcNewPos();
		++i;
	}
}


void FireBall::UpdateFireballs()
{
	list<FireBall>::iterator i = fireBalls.begin();
	while (i != fireBalls.end()) {
		i->Update();
		++i;
	}
}

void FireBall::Render()
{
	if(exploded) return;
	glPushMatrix();
	glTranslatef(pos.x,pos.y,pos.z);
	GLUquadricObj *cylinder_obj= gluNewQuadric();
	gluQuadricTexture(cylinder_obj,GL_TRUE);
	glBindTexture(GL_TEXTURE_2D,bmptexture[0]);
	glColor3f(1,1,0.5);
	gluSphere(cylinder_obj,0.5,20,20);
	glPopMatrix();
}

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