/* Copyright (C) 2006 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "combat.h" Vector getLeadingTargetPosition(Entity *attacker, Entity *target) { Vector targetSpeed, targetPosition; float distance = Math::getDistance(attacker->position, target->position); targetSpeed = (target->velocity * (distance / BULLET_MOVE_SPEED)); targetPosition = target->position; targetPosition += targetSpeed; return targetPosition; } Vector getGunPosition(Boss *boss, int i) { Vector gunPosition = boss->position; if ((boss->gunPosition[i].x == 0) && (boss->gunPosition[i].y == 0) && (boss->gunPosition[i].z == 0)) { return gunPosition; } Vector rot = (boss->flags & EF_HAS_TURRET) ? boss->cannonRotation : boss->rotation; float r = toRadians(rot.x); Vector v = boss->position; v.x += (sin(r)); v.y -= (cos(r)); v -= boss->position; v.normalize(); v = v * -boss->gunPosition[i].y; gunPosition += v; gunPosition.x += boss->gunPosition[i].x; gunPosition.z += boss->gunPosition[i].z; return gunPosition; } Vector getGunPosition(Unit *unit, int i) { Vector gunPosition = unit->position; if ((unit->gunPosition[i].x == 0) && (unit->gunPosition[i].y == 0) && (unit->gunPosition[i].z == 0)) { return gunPosition; } float r = toRadians(unit->rotation.x); Vector v = unit->position; v.x += (sin(r)); v.y -= (cos(r)); v -= unit->position; v.normalize(); v = v * -unit->gunPosition[i].y; gunPosition += v; gunPosition.x += unit->gunPosition[i].x; gunPosition.z += unit->gunPosition[i].z; return gunPosition; } void attackTarget(Unit *unit) { if (unit->reload > 0) { return; } fireWeapon(unit, unit->currentWeapon, getGunPosition(unit, 0), unit->target->position); } // Calculates where the unit will be at X time and fires at that position void attackTargetLeading(Unit *unit) { Vector target; if (unit->reload > 0) { return; } target = getLeadingTargetPosition(unit, unit->target); Vector gunPosition = unit->position; gunPosition += unit->gunPosition[0]; fireWeapon(unit, unit->currentWeapon, getGunPosition(unit, 0), target); }