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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 "Weapon.h"
// Указатели на начальный и конечный объект в списке
CWeapon *StartWeapon = 0;
CWeapon *EndWeapon = 0;
//-----------------------------------------------------------------------------
// Включаем в список
//-----------------------------------------------------------------------------
void AttachWeapon(CWeapon* Weapon)
{
if (Weapon == 0) return;
// первый в списке...
if (EndWeapon == 0)
{
Weapon->Prev = 0;
Weapon->Next = 0;
StartWeapon = Weapon;
EndWeapon = Weapon;
}
else // продолжаем заполнение...
{
Weapon->Prev = EndWeapon;
Weapon->Next = 0;
EndWeapon->Next = Weapon;
EndWeapon = Weapon;
}
}
//-----------------------------------------------------------------------------
// Исключаем из списка
//-----------------------------------------------------------------------------
void DetachWeapon(CWeapon* Weapon)
{
if (Weapon == 0) return;
// переустанавливаем указатели...
if (StartWeapon == Weapon) StartWeapon = Weapon->Next;
if (EndWeapon == Weapon) EndWeapon = Weapon->Prev;
if (Weapon->Next != 0) Weapon->Next->Prev = Weapon->Prev;
else if (Weapon->Prev != 0) Weapon->Prev->Next = 0;
if (Weapon->Prev != 0) Weapon->Prev->Next = Weapon->Next;
else if (Weapon->Next != 0) Weapon->Next->Prev = 0;
}
//-----------------------------------------------------------------------------
// Проверяем все объекты, обновляем данные
//-----------------------------------------------------------------------------
void UpdateAllWeapon(float Time)
{
CWeapon *tmp = StartWeapon;
while (tmp!=0)
{
CWeapon *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 DrawAllWeapon(bool VertexOnlyPass, unsigned int ShadowMap)
{
CWeapon *tmp = StartWeapon;
while (tmp!=0)
{
CWeapon *tmp2 = tmp->Next;
tmp->Draw(VertexOnlyPass, ShadowMap);
tmp = tmp2;
}
}
//-----------------------------------------------------------------------------
// Удаляем все объекты в списке
//-----------------------------------------------------------------------------
void ReleaseAllWeapon()
{
CWeapon *tmp = StartWeapon;
while (tmp!=0)
{
CWeapon *tmp2 = tmp->Next;
delete tmp; tmp = 0;
tmp = tmp2;
}
}
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