void P2MultiBeamFrigateAttackDoAttack(Ship *ship,SpaceObjRotImpTarg *target,real32 maxdist,bool PassiveAttack) { ShipStaticInfo *shipstaticinfo = (ShipStaticInfo *)ship->staticinfo; P2MultiBeamFrigateStatics *frigstat = (P2MultiBeamFrigateStatics *)shipstaticinfo->custstatinfo; P2MultiBeamFrigateSpec *spec = (P2MultiBeamFrigateSpec *)ship->ShipSpecifics; vector trajectory; vector shipRightVec; real32 range; spec->aiattacklast = universe.totaltimeelapsed; ship->autostabilizeship = FALSE; aishipGetTrajectory(ship, target, &trajectory); range = RangeToTarget(ship,target,&trajectory); if (range > frigstat->MultiBeamRange[ship->tacticstype]) { //not in range if(!PassiveAttack) { //do aiship fly to stuff here //if not in range...fly to the ship //else track zero velocity aishipFlyToShipAvoidingObjs(ship,target,AISHIP_PointInDirectionFlying + AISHIP_CarTurn,0.0f); } return; } //we are in range vecNormalize(&trajectory); if(!PassiveAttack) { aitrackZeroVelocity(ship); } matGetVectFromMatrixCol2(shipRightVec,ship->rotinfo.coordsys); aitrackHeadingAndUp(ship,&trajectory,&shipRightVec,0.9999f); if(vecMagnitudeSquared(ship->rotinfo.rotspeed) > frigstat->AttackRotationSpeed) { if(aitrackHeadingWithFlags(ship,&trajectory,0.99f,AITRACKHEADING_IGNOREUPVEC|AITRACK_DONT_ZERO_ME)) { //rotation speed reached //lets fire guns if we can P2MultiBeamFrigateFire(ship,target); } } }
void P2MultiBeamFrigateAttackDoAttack(Ship *ship,SpaceObjRotImpTarg *target,real32 maxdist,bool PassiveAttack) { ShipStaticInfo *shipstaticinfo = (ShipStaticInfo *)ship->staticinfo; P2MultiBeamFrigateStatics *frigstat = (P2MultiBeamFrigateStatics *)shipstaticinfo->custstatinfo; P2MultiBeamFrigateSpec *spec = (P2MultiBeamFrigateSpec *)ship->ShipSpecifics; vector trajectory; vector shipRightVec; real32 range; spec->aiattacklast = universe.totaltimeelapsed; ship->autostabilizeship = FALSE; aishipGetTrajectory(ship, target, &trajectory); range = RangeToTarget(ship,target,&trajectory); if (range > frigstat->MultiBeamRange[ship->tacticstype]) { //not in range if(!PassiveAttack) { //do aiship fly to stuff here //if not in range...fly to the ship //else track zero velocity aishipFlyToShipAvoidingObjs(ship,target,AISHIP_PointInDirectionFlying + AISHIP_CarTurn,0.0f); } return; } //we are in range vecNormalize(&trajectory); if(!PassiveAttack) { aitrackZeroVelocity(ship); } matGetVectFromMatrixCol2(shipRightVec,ship->rotinfo.coordsys); aitrackHeadingAndUp(ship,&trajectory,&shipRightVec,0.9999f); if(vecMagnitudeSquared(ship->rotinfo.rotspeed) > frigstat->AttackRotationSpeed) { if(aitrackHeadingWithFlags(ship,&trajectory,0.99f,AITRACKHEADING_IGNOREUPVEC|AITRACK_DONT_ZERO_ME)) { //rotation speed reached //lets fire guns if we can P2MultiBeamFrigateFire(ship,target); } } /* OLD SCHOOL CODE */ /* switch (ship->aistateattack) { case STATE_INIT: // deliberatly fall through to state_approach // spec->steady = FALSE; ship->aistateattack=STATE_APPROACH; case STATE_APPROACH: #ifdef DEBUG_FRIGATEATTACK dbgMessagef("\nShip %x STATE_APPROACH", (udword)ship); #endif if (spec->spining) { ship->aistateattack = STATE_SPINDOWN; break; } aishipGetTrajectory(ship, target, &trajectory); range = RangeToTarget(ship,target,&trajectory); if (range < frigstat->MultiBeamRange[ship->tacticstype] || PassiveAttack) { temp = trajectory; temp.z+=5; temp.y+=5; temp.x+=5; //vecCrossProduct(heading,trajectory,temp); //vecNormalize(&heading); vecNormalize(&trajectory); if(!PassiveAttack) { aitrackZeroVelocity(ship); } if (aitrackHeadingWithFlags(ship,&trajectory,0.99f,AITRACKHEADING_IGNOREUPVEC)) { ship->aistateattack = STATE_SPINUP; //get up vector matGetVectFromMatrixCol1(temp,ship->rotinfo.coordsys); aitrackForceHeading(ship,&trajectory,&temp); } } else { aishipFlyToShipAvoidingObjs(ship,target,AISHIP_PointInDirectionFlying + AISHIP_CarTurn,0.0f); } break; case STATE_SPINUP: #ifdef DEBUG_FRIGATEATTACK dbgMessagef("\nShip %x STATE_SPINUP", (udword)ship); #endif desiredrotspeed = frigstat->AttackRotationSpeed; if(!PassiveAttack) { aitrackZeroVelocity(ship); } aitrackHeadingAndUp(ship,&heading,&shipRightVec,0.99f); if (aitrackRotationSpeed(ship,desiredrotspeed,ROT_ABOUTZCCW)) { ship->aistateattack = STATE_FIRE; spec->spining = TRUE; spec->aifirestarttime = universe.totaltimeelapsed + frigstat->BeamFireTime; } break; case STATE_FIRE: #ifdef DEBUG_FRIGATEATTACK dbgMessagef("\nShip %x STATE_FIRE", (udword)ship); #endif shipstaticinfo->custshipheader.CustShipFire(ship, target); if(!PassiveAttack) { aitrackZeroVelocity(ship); } aishipGetTrajectory(ship,target,&trajectory); range = RangeToTarget(ship,target,&trajectory); if (range > frigstat->MultiBeamRange[ship->tacticstype]) ship->aistateattack = STATE_INIT; temp = trajectory; temp.z+=5; temp.y+=5; temp.x+=5; vecCrossProduct(heading,trajectory,temp); vecNormalize(&heading); vecNormalize(&trajectory); //if (aitrackHeadingWithFlags(ship,&heading,0.99f,AITRACKHEADING_IGNOREUPVEC)) // { // ship->aistateattack = STATE_INIT; // } desiredrotspeed = frigstat->AttackRotationSpeed; aitrackRotationSpeed(ship,desiredrotspeed,ROT_ABOUTZCCW); if(universe.totaltimeelapsed > spec->aifirestarttime) { //fire time up! start spindown ship->aistateattack = STATE_SPINDOWN; spec->aifirestarttime = universe.totaltimeelapsed + frigstat->fireDownTime; } break; case STATE_SPINDOWN: #ifdef DEBUG_FRIGATEATTACK dbgMessagef("\nShip %x STATE_SPINDOWN", (udword)ship); #endif desiredrotspeed = 0; if(!PassiveAttack) { aitrackZeroVelocity(ship); } if (aitrackRotationSpeed(ship,desiredrotspeed,ROT_ABOUTZCCW) && universe.totaltimeelapsed > spec->aifirestarttime) { ship->aistateattack = STATE_INIT; spec->spining = FALSE; } break; } */ }