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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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 3 of the License, or
(at your option) any later version.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
/// подключаем нужные файлы
#include "Explosion.h"
// Указатели на начальный и конечный объект в списке
CExplosion *StartExplosion = 0;
CExplosion *EndExplosion = 0;
//-----------------------------------------------------------------------------
// Включаем в список
//-----------------------------------------------------------------------------
void AttachExplosion(CExplosion* Explosion)
{
if (Explosion == 0) return;
// первый в списке...
if (EndExplosion == 0)
{
Explosion->Prev = 0;
Explosion->Next = 0;
StartExplosion = Explosion;
EndExplosion = Explosion;
}
else // продолжаем заполнение...
{
Explosion->Prev = EndExplosion;
Explosion->Next = 0;
EndExplosion->Next = Explosion;
EndExplosion = Explosion;
}
}
//-----------------------------------------------------------------------------
// Исключаем из списка
//-----------------------------------------------------------------------------
void DetachExplosion(CExplosion* Explosion)
{
if (Explosion == 0) return;
// переустанавливаем указатели...
if (StartExplosion == Explosion) StartExplosion = Explosion->Next;
if (EndExplosion == Explosion) EndExplosion = Explosion->Prev;
if (Explosion->Next != 0) Explosion->Next->Prev = Explosion->Prev;
else if (Explosion->Prev != 0) Explosion->Prev->Next = 0;
if (Explosion->Prev != 0) Explosion->Prev->Next = Explosion->Next;
else if (Explosion->Next != 0) Explosion->Next->Prev = 0;
}
//-----------------------------------------------------------------------------
// Проверяем все объекты, обновляем данные
//-----------------------------------------------------------------------------
void UpdateAllExplosion(float Time)
{
CExplosion *tmp = StartExplosion;
while (tmp!=0)
{
CExplosion *tmp2 = tmp->Next;
// делаем обновление данных по объекту
if (!tmp->Update(Time))
{
// если его нужно уничтожить - делаем это
delete tmp; tmp = 0;
}
tmp = tmp2;
}
}
//-----------------------------------------------------------------------------
// Прорисовываем все объекты
//-----------------------------------------------------------------------------
void DrawAllExplosion(bool VertexOnlyPass)
{
CExplosion *tmp = StartExplosion;
while (tmp!=0)
{
CExplosion *tmp2 = tmp->Next;
tmp->Draw(VertexOnlyPass);
tmp = tmp2;
}
}
//-----------------------------------------------------------------------------
// Удаляем все объекты в списке
//-----------------------------------------------------------------------------
void ReleaseAllExplosion()
{
CExplosion *tmp = StartExplosion;
while (tmp!=0)
{
CExplosion *tmp2 = tmp->Next;
delete tmp; tmp = 0;
tmp = tmp2;
}
StartExplosion = 0;
EndExplosion = 0;
}
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