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#include "gunobj.h"
#include "defs.h"
#include "gun_chain.h"
#include "weapons/weapon_damage.h"
#include "hulls/hull_weapon_chain.h"
#include "trigtable.h"
#include "raptor.h"
#include "ebox.h"
#include "bitmap.h"
#define chain_length 145
WeaponChainGun::WeaponChainGun( int z, int d, const char * name, int wor, int smp, int al, ECollide * eb ):
WeaponObject( d, name, wor, al, z, 0 ) {
lx = -1;
ly = -1;
fx = -1;
fy = -1;
dx = 0;
dy = 0;
d_length = 0;
chain_collide = eb;
draw_number = 0;
}
WeaponChainGun::~WeaponChainGun() {
if ( chain_collide != NULL )
delete chain_collide;
}
void WeaponChainGun::Idle(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight) {
lx = -1;
dx = 0;
dy = 0;
draw_number = 0;
}
void WeaponChainGun::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ) {
if ( lx == -1 ) {
lx = x+3;
ly = y+3;
fx = x+3;
fy = y+3;
}
draw_number = (draw_number + 1 ) % ( IRON_012 - IRON_000 + 1 );
Bitmap * pic = new Bitmap( Util::getDataSprite( IRON_000 + draw_number ) );
int mx = pic->getWidth() / 2;
int my = pic->getHeight() / 2;
shot_counter = 0;
ox = lx;
oy = ly;
fx += dx;
fy += dy;
lx = (int)fx;
ly = (int)fy;
int d = (int) dist( x, y, lx, ly );
if ( d < 2 ) return;
int ang = getAngle( lx, ly, x, y );
if ( d > chain_length ) {
if ( d-chain_length > d_length ) d_length = d-chain_length;
dx += Tcos(ang)*d_length/2;
dy += Tsine(ang)*d_length/2;
fx = x+Tcos((ang+180)%360)*chain_length;
fy = y+Tsine((ang+180)%360)*chain_length;
lx = (int)fx;
ly = (int)fy;
} else d_length = 0;
dx += Tcos(ang)*2;
dy += Tsine(ang)*2;
/*
#define sma 0.1
if ( dx > sma ) dx -= sma;
else if ( dx < -sma ) dx += sma;
else dx = 0;
if ( dy > sma ) dy -= sma;
else if ( dy < -sma ) dy += sma;
else dy = 0;
*/
int fin = (int) tsqrt( dx*dx + dy*dy );
double zd = zdist( lx, ly, ox, oy );
double gx, gy;
int zang = getAngle(ox,oy,lx,ly);
#define CHAIN_MAX 6
for ( int q = 0; q < zd/CHAIN_MAX; q++ ) {
gx = ox+Tcos(zang)*zd*(double)q/(zd/CHAIN_MAX);
gy = oy+Tsine(zang)*zd*(double)q/(zd/CHAIN_MAX);
switch( strength ) {
case 0 : Ammo->push_back(new Damage_Weapon((int)gx-mx,(int)gy-my,0,0,1,new Chain_WHull(NULL,strength,fin,ang,d,chain_collide->copy()), alignment ));break;
//case 1 : Ammo->push_back(new FireChain(lx,ly,0,0,new Chain_WHull(NULL,strength,fin,ang,d,chain_collide->copy()), alignment ));break;
} //switch
}
/*
BITMAP ** pics = new BITMAP*[ IRON_012 - IRON_000 + 1 ];
for ( int q = 0; q < IRON_012 - IRON_000 +1; q++ )
pics[q] = (BITMAP *)global_data[ IRON_000 + q ].dat;
*/
switch( strength ) {
case 0 : Ammo->push_back(new Damage_Weapon(lx,ly,0,0,1,new Chain_WHull(pic,strength,fin,ang,d,chain_collide->copy()), alignment ));break;
//case 1 : Ammo->push_back(new FireChain(lx,ly,0,0,new Chain_WHull(pic,strength,fin,ang,d,chain_collide->copy()), alignment ));break;
} //switch
}
WeaponObject * WeaponChainGun::copy() {
return new WeaponChainGun( strength, dir, this->GetName(), worth, smp, alignment, chain_collide->copy() );
}
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