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#include "gunobj.h"
#include "gun_missle.h"
#include "weapons/weapon_rocket.h"
#include "hulls/hull_weapon_rocket_normal.h"
#include "hulls/hull_weapon_rocket_heavy.h"
WeaponMissle::WeaponMissle( int z, int d, int al ):
WeaponObject( d, "Missle", 45000, al, z, 4 ) {
}
WeaponObject * WeaponMissle::copy() {
return new WeaponMissle( strength, dir, alignment );
}
void WeaponMissle::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ) {
const double speed = -2.0 * 8;
switch( strength ) {
case 0 : {
shot_counter = 17;
Ammo->push_back( new Rocket(x,y,0,speed, new NormalRocket_WHull(), alignment ) );
break;
}
case 1 : {
shot_counter = 17;
Ammo->push_back( new Rocket(x-10,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x+10,y,0,speed, new NormalRocket_WHull(), alignment ) );
break;
}
case 2 : {
shot_counter = 15;
Ammo->push_back( new Rocket(x-15,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x+15,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x,y,0,speed, new NormalRocket_WHull(), alignment ) );
break;
}
case 3 : {
shot_counter = 15;
Ammo->push_back( new Rocket(x-15,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x+15,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x-25,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x+25,y,0,speed, new NormalRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x,y-5,0,speed, new HeavyRocket_WHull(), alignment ) );
}
case 4 : {
shot_counter = 15;
Ammo->push_back( new Rocket(x-15,y+5,0,speed, new HeavyRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x+15,y+5,0,speed, new HeavyRocket_WHull(), alignment ) );
Ammo->push_back( new Rocket(x, y, 0,speed, new HeavyRocket_WHull(), alignment ) );
break;
}
} //switch
}
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