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#include "gunobj.h"
#include "weaponobj.h"
#include "gun_efmsingle.h"
#include "hulls/hull_weapon_s_s.h"
#include "trigtable.h"
#include "spaceobj.h"
#include <vector>
using namespace std;
EnemyFindSingleMachine::EnemyFindSingleMachine( int d, int al ):
WeaponObject( d, "Find Single Machine", 0, al, 0, 0 ),
tear( 5 ){}
void EnemyFindSingleMachine::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * objects ) {
setShotCounter( 40 );
if ( objects == NULL ) return;
if ( tear > 0 ) {
tear--;
setShotCounter( 10 );
} else tear = 5;
if ( objects->empty() ) return;
/* fixed:
* Find actual enemy, not just front
*/
SpaceObject obj(0,0,0,0,NULL, NULL, PLANE_AIR|PLANE_GROUND, getTeam() );
/*
vector< SpaceObject * > my_fight;
for ( vector< SpaceObject *>::const_iterator it = objects->begin(); it != objects->end(); it++ ){
SpaceObject * potential = *it;
if ( potential->CanbeHit( &gay ) ){
my_fight.push_back( potential );
}
}
*/
// if ( my_fight.empty() ) return;
// const SpaceObject * use = my_fight[ Util::rnd(my_fight.size()) ];
const SpaceObject * use = getCollidableObject( objects, &obj );
if ( use != NULL ) {
const double FIND_BULLET = -1.2 * 8;
int sang = gang( x, y, use->getX(), use->getY()+7 );
double sx = Tcos(sang)*FIND_BULLET;
double sy = Tsine(sang)*FIND_BULLET;
Ammo->push_back( new WeaponNode(x,y,sx,sy,new SS_WHull(), alignment ) );
}
}
EnemyFindSingleMachine::~EnemyFindSingleMachine() {
}
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