1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
|
#include "gunobj.h"
#include "gun_rotate.h"
#include "trigtable.h"
#include "ebox.h"
#include "spaceobj.h"
#include "defs.h"
#include "weapons/weapon_rotate.h"
#include "hulls/hull_weapon_rotate.h"
WeaponRotateGun::WeaponRotateGun( int z, int d, int _smp, int al ):
WeaponObject( d, "Rotate Gun", 250000, al, z, 4 ) {
smp = _smp;
angX = Util::rnd( 360 );
angY = Util::rnd( 360 );
dX = (Util::rnd( 8 ) + 10 ) * (Util::rnd(2)*2-1);
dY = (Util::rnd( 8 ) + 10 ) * (Util::rnd(2)*2-1);
dwX = dX;
dwY = dY;
maxX = 400;
maxY = 400;
Bitmap temp( 20, 20 );
temp.fill( Bitmap::MaskColor );
temp.circleFill( 10, 10, 10, Bitmap::makeColor( 255, 0, 0 ) );
collide = new ECollide( temp );
}
WeaponRotateGun::~WeaponRotateGun() {
delete collide;
}
void WeaponRotateGun::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ) {
shot_counter = 24;
int dam = 40 + (strength + 1 ) * 10;
const double speed = -6.5;
int base = Util::rnd( 100 );
for ( int q = 0; q < 360; q += 360 / (strength + 4) ){
Ammo->push_back( new Rotate( x, y, 0, speed, (q+base) % 360, 55, new Rotate_WHull( dam, collide->copy() ), alignment ) );
}
}
WeaponObject * WeaponRotateGun::copy() {
return new WeaponRotateGun( strength, dir, smp, alignment );
}
|