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projectile.c
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/*
* Hostile Takeover:
* CS248 Final Project, Fall 2004
*
* Written by Jonathan Reeves
* jrreeves@stanford.edu
*
* A simple 3D video game demonstrating the use of OpenGL for graphics
* rendering with a number of advanced techniques and optimizations to make
* it interesting. See the README file which came with this package for more
* details. It also includes a list of sources which were consulted while
* building this software package.
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include "projectile.h"
#include "collision.h"
/* forward is expected to be a unit vector */
projectile_t *ProjectileNew(vector_t *forward, vector_t *position,
float speed, int pid){
projectile_t *projectile;
projectile = (projectile_t *)malloc(sizeof(projectile_t));
memcpy(&projectile->velocity, forward, sizeof(vector_t));
memcpy(&projectile->position, position, sizeof(vector_t));
VectorScale(&projectile->velocity, forward, speed);
projectile->speed = speed;
projectile->traveled = 0.0;
projectile->radius = 0.1;
projectile->pid = pid;
return projectile;
}
void ProjectileDestroy(projectile_t *proj){
free(proj);
}
void ProjectileInit(projectile_t *proj){
memset(&proj->velocity, 0, sizeof(vector_t));
memset(&proj->position, 0, sizeof(vector_t));
proj->speed = 0.0;
proj->traveled = 0.0;
proj->radius = 0.0;
proj->pid = 0;
}
void ProjectileUpdate(projectile_t *proj){
VectorAdd(&proj->position, &proj->position, &proj->velocity);
proj->traveled += proj->speed;
}
void ProjectileDraw(projectile_t *proj){
glColor3f(1.0, 0.2, 0.0);
glPushMatrix();
glTranslatef(0.0, 0.5, 0.0);
glTranslatef(proj->position.x, proj->position.y, proj->position.z);
glutSolidSphere(proj->radius, 10, 10);
glPopMatrix();
}
proj_node_t *PListNew(void){
proj_node_t *baseNode;
baseNode = (proj_node_t *)malloc(sizeof(proj_node_t));
baseNode->prev = baseNode;
baseNode->next = baseNode;
return baseNode;
}
void PListDraw(proj_node_t *node){
proj_node_t *ptr;
for(ptr = node->next; ptr != node; ptr = ptr->next){
ProjectileDraw(ptr->proj);
}
}
void PListUpdate(proj_node_t *node, player_t *me, aiflock_t *enemies[],
int nFlocks){
proj_node_t *pPtr;
elist_t *ePtr;
int cFlag = 0; /* flag for enemy collisions */
int i;
/* for each projectile */
for(pPtr = node->next; pPtr != node; pPtr = pPtr->next){
if(pPtr->proj->pid == 0){ /* player 1 sent this projectile */
/* for each flock */
for(i = 0; i < nFlocks; i++){
/* for each enemy in the flock */
for(ePtr = enemies[i]->bots->next; ePtr != enemies[i]->bots;
ePtr = ePtr->next){
if(CollisionPrPl(pPtr->proj, ePtr->bot->body)){
AIProcessEvent(ePtr->bot, AI_GOT_SHOT);
PListDeleteNode(pPtr);
cFlag++;
break; /* we can only hit one bot at a time */
}
}
if(cFlag == 0){
ProjectileUpdate(pPtr->proj);
if(pPtr->proj->traveled > PROJECTILE_RANGE){
PListDeleteNode(pPtr);
break;
}
}
else{
break;
}
}
}
else { /* must have been sent by an ai bot */
if(CollisionPrPl(pPtr->proj, me)){
PlayerProcessEvent(me, PLAYER_GOT_SHOT);
PListDeleteNode(pPtr);
}
else{
ProjectileUpdate(pPtr->proj);
if(pPtr->proj->traveled > 20.0){
PListDeleteNode(pPtr);
}
}
}
}
}
void PListInsertBefore(proj_node_t *node, projectile_t *proj){
proj_node_t *newNode;
newNode = (proj_node_t *)malloc(sizeof(proj_node_t));
newNode->proj = proj;
newNode->next = node;
newNode->prev = node->prev;
newNode->next->prev = newNode;
newNode->prev->next = newNode;
}
void PListInsertAfter(proj_node_t *node, projectile_t *proj){
PListInsertBefore(node->next, proj);
}
void PListAppend(proj_node_t *node, projectile_t *proj){
PListInsertBefore(node, proj);
}
void PListPrepend(proj_node_t *node, projectile_t *proj){
PListInsertBefore(node->next, proj);
}
void PListDeleteNode(proj_node_t *node){
node->next->prev = node->prev;
node->prev->next = node->next;
free(node->proj);
free(node);
}
int PListEmpty(proj_node_t *node){
return (node->next == node);
}
void PListFree(proj_node_t *node){
while(!PListEmpty(node)){
PListDeleteNode(PLISTFIRST(node));
}
free(node);
}
projectile_t *PListGetProjectile(proj_node_t *node){
return node->proj;
}