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/*------------------------------------------------------------------
object.c:
XINVADERS 3D - 3d Shoot'em up
Copyright (C) 2000 Don Llopis
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 of the License, 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
------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <sys/types.h>
#include "mat4x4.h"
#include "vec4x1.h"
#include "defines.h"
#include "object.h"
/*================================================================*/
void Objlist_clear ( OBJLIST *lst )
{
lst->obj_count = 0;
lst->head = NULL;
lst->tail = NULL;
}
/*================================================================*/
void Objlist_add ( OBJLIST *lst, OBJECT *obj )
{
OBJECT *tmp;
if ( lst->head )
{
tmp = lst->tail;
lst->tail->next = obj;
/* move tail forward */
lst->tail = lst->tail->next;
lst->tail->prev = tmp;
lst->tail->next = NULL;
}
/* empty list so initialize head and tail */
else
{
lst->head = lst->tail = obj;
lst->head->prev = lst->tail->prev = NULL;
lst->head->next = lst->tail->next = NULL;
}
lst->obj_count++;
}
/*================================================================*/
void Objlist_del ( OBJLIST *lst, OBJECT *obj )
{
if ( lst->head )
{
/* is the object at the head of the list */
if ( obj->prev == NULL )
{
/* is object both at head and tail */
if ( obj->next == NULL )
{
lst->head = lst->tail = NULL;
obj->next = obj->prev = NULL;
}
else
{
lst->head = obj->next;
lst->head->prev = NULL;
}
}
/* is the object at the end of the list */
else if ( obj->next == NULL )
{
lst->tail = obj->prev;
lst->tail->next = NULL;
}
/* otherwise object somewhere in the list */
else
{
obj->prev->next = obj->next;
obj->next->prev = obj->prev;
}
obj->next = obj->prev = NULL;
lst->obj_count--;
}
}
/*================================================================*/
int Objlist_count ( OBJLIST *lst )
{
return lst->obj_count;
}
/*================================================================*/
OBJECT * Object_new ( void )
{
OBJECT *obj;
obj = ( OBJECT * ) malloc ( sizeof ( OBJECT ) );
return obj;
}
/*================================================================*/
void Object_delete ( OBJECT *obj )
{
free ( obj );
obj = NULL;
}
/*================================================================*/
void Object_init ( OBJECT *obj )
{
obj->active = FALSE;
obj->frame = 0L;
obj->delay = 0L;
obj->max_frame = 0L;
obj->zone = 0L;
obj->zheight = 0L;
Vector_init ( obj->pos );
Vector_init ( obj->old_pos );
Vector_init ( obj->dir );
Vector_init ( obj->thrust );
obj->actionfn = NULL;
obj->drawfn = NULL;
obj->next = NULL;
obj->prev = NULL;
}
/*================================================================*/
void Object_set_actionfn ( OBJECT *obj, PFV1 actionfn )
{
obj->actionfn = actionfn;
}
/*================================================================*/
void Object_set_drawfn ( OBJECT *obj, PFV2 drawfn )
{
obj->drawfn = drawfn;
}
/*================================================================*/
void Object_set_model ( OBJECT *obj, MODEL *model )
{
obj->model = model;
}
/*================================================================*/
void Object_set_pos ( OBJECT *obj, VECTOR4 pos )
{
Vector_copy ( pos, obj->pos );
}
/*================================================================*/
void Object_get_pos ( OBJECT *obj, VECTOR4 pos )
{
Vector_copy ( obj->pos, pos );
}
/*================================================================*/
void Object_set_dir ( OBJECT *obj, VECTOR4 dir )
{
Vector_copy ( dir, obj->dir );
}
/*================================================================*/
void Object_get_dir ( OBJECT *obj, VECTOR4 dir )
{
Vector_copy ( obj->dir, dir );
}
/*================================================================*/
void Object_draw ( OBJECT *obj )
{
}
/*================================================================*/
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