Beispiel #1
0
void EarthlingCruiserMk3::calculate()
{
	STACKTRACE;
	Ship::calculate();

	double track_angle = 0;
	double track_min = PI2;
	double d_a;
	SpaceObject *tgt = 0;

								 //!!!
	pos += unit_vector(angle) * 28;
	int i;
	for (i=0; i < targets->N; i++) {
		tgt = targets->item[i];
		if ((tgt != this) && (!tgt->sameShip(this)) && (!tgt->sameTeam(this))
		&& (!tgt->isInvisible()) && (distance(tgt) <= 1.2*(weaponRange + abs(vel)*game->shot_relativity))) {

			d_a = trajectory_angle(tgt);
			double s = unit_vector(d_a + PI/2).dot(tgt->get_vel() - vel * game->shot_relativity) / weaponVelocity;
			if (fabs(s) > 0.99)
				track_angle = 0;
			else {
				s = atan(s/sqrt(1-s*s));
				s = normalize(s + d_a - angle - turn_step, PI2);
				if (s > PI) s -= PI2;
				if (fabs(s) <= weaponTrackingAngle) {
					d_a = s - launch_angle;
					if (tgt == target) {
						track_angle = s;
						break;
					}
					if (fabs(d_a) < track_min) {
						track_angle = s;
						track_min = fabs(d_a);
					}
				}
			}
		}
	}
								 //!!!
	pos -= unit_vector(angle) * 28;

	d_a = track_angle - launch_angle;
	double ta = weaponTrackingRate * frame_time;
	if (fabs(d_a) < ta) ta = fabs(d_a);
	if (d_a > 0) launch_angle += ta;
	else launch_angle -= ta;

}
Beispiel #2
0
void AstromorphBasilisk::calculate()
{
	STACKTRACE;

	// firing the weapon

	//	vel*=0.99;
	if (aimline && !fire_weapon && batt - weapon_drain >= 0 && weapon_recharge <= 0) {
		play_sound2(data->sampleWeapon[1]);

		batt -= weapon_drain;
		if (recharge_amount > 1)
			recharge_step = recharge_rate;
		weapon_recharge += weapon_rate;

		regrow_delay = regrowTime;

		double a;

		if (aimline->target != NULL) {
			SpaceObject* targ = aimline->target;

			a = intercept_angle2(pos, vel * game->shot_relativity, weaponVelocity*aimBonus,
				targ->normal_pos(), targ->get_vel());
		}
		else
			a = angle;

		add(new BasiliskGas(0.0, 0.0,
			a, (aimline->target != NULL) ? weaponVelocity*aimBonus : weaponVelocity,
			weaponDamage, weaponLife, weaponRange, iround(weaponArmour),
			poison, this, data->spriteWeapon, 1.0));

		aimline->target = NULL;
		aimline = NULL;
	}

	// slithering
	//if (!(turn_left || turn_right || !thrust))
	{
		//double frac = float(numSegs)/float(specialSegs);
		//double frac2 = numSegs/specialSegs;
		//double frac2 = magnitude(this->vel)/speed_max;
		double frac2 = 1.0;

		Vector2 normal;
		normal = Vector2(-vel.y, vel.x);
		normalize(normal);

		slitherFrame += frame_time * 1E-3;

		double a;
		//a = sin(PI * (frac2)*slitherFrame / 1.0 + (PI/2) ) *( (frac)*slitherAmount);

		// needs some work!
		a = (slitherAmount)*sin(slitherFrame * (frac2*slitherTime)/(PI/2) );

		vel += (accel_rate*frame_time) * a * normal;
		/*

		slitherFrame -= frame_time;

		slitherTick += frame_time * slitherAmount;

		frac2 = sin(slitherTick);

		slitherFrame *= frac;*/

		//if (slitherFrame < 0)
		//{
		//	slitherFrame = slitherTime;
		//	bOtherWay = !bOtherWay;
		//}
		//angle -= (bOtherWay) ? (PI2/64) : -(PI2/64);

		/*accelerate(this,
			//normalize(angle - ((bOtherWay) ? (PI/4) : -(PI/4)), PI2),
			normalize(angle -  (frac2*(PI/4))),
			slitherAccel*frac*frame_time, speed_max);*/
	}
	//	else
	{
		//slitherFrame = slitherTime/2;
		//bOtherWay = turn_right;
	}

	Ship::calculate();

	// ouchification tickdown

	if (hurty_time <= 0)
		vel *= 1 - slitherFriction * frame_time;

	if (hurty_time >= 0)
		hurty_time -= frame_time * 1E-3;
	if (hurty_time < 0)
		hurty_time = 0;

	// regrowth
	if (batt == batt_max && regrowTime > 0) {
		regrow_delay -= frame_time * 1E-3;
		if (regrow_delay <= 0)
			if (Head)
			if (Head->regrow(specialSegs)) {
				batt -= regrowDrain;
			regrow_delay = regrowTime;
		}
	}
}