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#include "gunobj.h"
#include "gun_laser.h"
#include "weapons/weapon_laser.h"
#include "hulls/hull_weapon_laser.h"
#include "trigtable.h"
#include "defs.h"
#include <vector>
#include <iostream>
using namespace std;
WeaponLaser::WeaponLaser( int z, int d, int al ):
WeaponObject( d, "Laser", 36000, al, z, 4 ) {
}
WeaponObject * WeaponLaser::copy() {
return new WeaponLaser( strength, dir, alignment );
}
void WeaponLaser::produceLaser( vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight, int x, int y, HullObject * hwho, int al ) {
// if ( fight == NULL || fight->empty() ) return;
vector< SpaceObject * > fight_hold;
SpaceObject * use = NULL;
// SpaceObject * gay = new SpaceObject(0,0,0,0,NULL,NULL,PLANE_AIR|PLANE_GROUND, alignment );
SpaceObject gay(0,0,0,0,NULL, NULL, PLANE_AIR|PLANE_GROUND, alignment );
// bool quit = fight->empty();
int ang = 0;
for ( vector< SpaceObject * >::const_iterator it = fight->begin(); it != fight->end(); it++ ){
if ( (*it)->CanbeHit( &gay ) ){
SpaceObject * look = *it;
ang = getAngle( x, y, look->getX(), look->getY() );
if ( ang > 75 && ang < 105 ) {
fight_hold.push_back( look );
}
}
}
if ( !fight_hold.empty() ){
use = fight_hold[ Util::rnd( fight_hold.size() ) ];
}
/*
while ( !quit ) {
/ *
SpaceObject * look = fight->front();
fight_hold.push_back( look );
fight->erase( fight->begin() );
* /
SpaceObject * look = (*fight)[ rnd( fight->size() ) ];
fight_hold.push_back( look );
vector< SpaceObject * >::iterator erase_it;
for ( erase_it = fight->begin(); *erase_it != look; erase_it++ );
// fight->erase( erase_it );
if ( look->CanbeHit( &gay ) ) {
ang = gang( x, y, look->getX(), look->getY() );
if ( ang > 70 && ang < 110 ) {
quit = true;
use = look;
}
}
quit = quit || fight->empty();
}
*/
double dx, dy;
dx = 0;
const double speed = 22;
dy = -speed;
if ( use != NULL ) {
ang = getAngle( x, y, use->getX(), use->getY() );
dx = Tcos( ang ) * speed;
dy = Tsine( ang) * speed;
}
Ammo->push_back( new LaserBullet( x, y, dx, dy, hwho, al ) );
/*
for ( vector<SpaceObject *>::iterator it = fight_hold.begin(); it != fight_hold.end(); ) {
fight->push_back( *it );
fight_hold.erase( it );
}
*/
}
void WeaponLaser::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ) {
shot_counter = 7;
switch( strength ) {
case 0 : {
produceLaser( Ammo, fight, x, y, new Laser_WHull(0), alignment );
break;
}
case 1 : {
produceLaser( Ammo, fight, x-4*3, y, new Laser_WHull(0), alignment );
produceLaser( Ammo, fight, x+4*3, y, new Laser_WHull(0), alignment );
break;
}
case 2 : {
produceLaser( Ammo, fight, x-8*3, y, new Laser_WHull(0), alignment );
produceLaser( Ammo, fight, x+8*3, y, new Laser_WHull(0), alignment );
produceLaser( Ammo, fight, x-3*3, y, new Laser_WHull(0), alignment );
produceLaser( Ammo, fight, x+3*3, y, new Laser_WHull(0), alignment );
break;
}
case 3 : {
produceLaser( Ammo, fight, x, y, new Laser_WHull(1), alignment );
produceLaser( Ammo, fight, x-4*4, y, new Laser_WHull(0), alignment );
produceLaser( Ammo, fight, x+4*4, y, new Laser_WHull(0), alignment );
break;
}
case 4 : {
produceLaser( Ammo, fight, x, y, new Laser_WHull(1), alignment );
produceLaser( Ammo, fight, x-4*4, y, new Laser_WHull(1), alignment );
produceLaser( Ammo, fight, x+4*4, y, new Laser_WHull(1), alignment );
break;
}
}
}
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