1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #include "sound_man.hh"
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10 | #include "objs/model_id.hh"
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11 | #include "objs/model_draw.hh"
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12 | #include "objs/supergun.hh"
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13 | #include "math/pi.hh"
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14 | #include "math/angle.hh"
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15 | #include "math/trig.hh"
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16 | #include "g1_rand.hh"
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17 | #include "resources.hh"
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18 | #include "saver.hh"
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19 | #include "map_cell.hh"
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20 | #include "map.hh"
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21 | #include "map_man.hh"
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22 | #include "sfx_id.hh"
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23 | #include "object_definer.hh"
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24 | #include "objs/target.hh"
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25 | #include "lisp/lisp.hh"
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26 | #include "objs/fire.hh"
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27 |
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28 | enum {DATA_VERSION=1};
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29 | enum
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30 | {
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31 | ACQUIRE,
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32 | TARGET,
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33 | FIRING,
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34 | };
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35 |
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36 | static li_symbol_ref super_mortar("super_mortar");
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37 |
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38 | g1_object_definer<g1_supergun_class>
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39 | g1_supergun_def("supergun", g1_object_definition_class::EDITOR_SELECTABLE);
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40 |
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41 |
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42 |
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43 |
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44 | void g1_supergun_class::setup(i4_float _x, i4_float _y, g1_object_class *creator)
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45 | {
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46 | x = x;
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47 | y = y;
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48 | player_num = creator->player_num;
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49 | occupy_location();
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50 | request_think();
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51 | grab_old();
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52 | }
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53 |
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54 | g1_supergun_class::g1_supergun_class(g1_object_type id,
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55 | g1_loader_class *fp)
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56 | : g1_map_piece_class(id,fp)
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57 | {
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58 | defaults = g1_supergun_def.defaults;
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59 | draw_params.setup("supergun_base");
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60 |
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61 | allocate_mini_objects(2,"supergun_barrel");
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62 | muzzle = &mini_objects[0];
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63 | muzzle->x = muzzle->lx = g1_resources.supergun_muzzle_attach.x;
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64 | muzzle->y = muzzle->ly = g1_resources.supergun_muzzle_attach.y;
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65 | muzzle->h = muzzle->lh = g1_resources.supergun_muzzle_attach.z;
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66 | muzzle->rotation.set(0,0,0);
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67 | muzzle->defmodeltype = g1_model_list_man.find_handle("supergun_barrel");
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68 | muzzle->grab_old();
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69 |
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70 | w16 ver,data_size;
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71 | if (fp)
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72 | fp->get_version(ver,data_size);
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73 | else
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74 | ver=0;
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75 |
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76 | switch (ver)
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77 | {
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78 | case DATA_VERSION:
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79 | break;
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80 | default:
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81 | if (fp) fp->seek(fp->tell() + data_size);
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82 | health = defaults->health;
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83 | break;
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84 | }
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85 |
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86 | fire_delay = 0;
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87 | time = 0;
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88 | mode = ACQUIRE;
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89 |
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90 | radar_type=G1_RADAR_BUILDING;
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91 | set_flag(BLOCKING |
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92 | SELECTABLE |
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93 | GROUND |
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94 | HIT_GROUND |
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95 | DANGEROUS |
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96 | SHADOWED, 1);
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97 | }
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98 |
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99 | void g1_supergun_class::save(g1_saver_class *fp)
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100 | {
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101 | g1_map_piece_class::save(fp);
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102 |
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103 | fp->start_version(DATA_VERSION);
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104 |
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105 | fp->end_version();
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106 | }
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107 |
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108 | i4_bool g1_supergun_class::suggest_new_attack_target(g1_object_class *new_target,
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109 | g1_fire_range_type range)
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110 | {
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111 | attack_target = new_target;
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112 | mode = ACQUIRE;
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113 | return i4_T;
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114 | }
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115 |
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116 |
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117 | void g1_supergun_class::fire()
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118 | {
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119 | fire_delay = defaults->fire_delay;
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120 | muzzle->offset.x = -0.2;
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121 |
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122 | i4_3d_point_class bpos, bdir;
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123 | i4_transform_class btrans, tmp1, tmp2;
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124 |
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125 | tmp1.rotate_y(target_pitch);
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126 | tmp1.t.set(muzzle->x,muzzle->y,muzzle->h);
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127 |
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128 | tmp2.rotate_z(target_angle);
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129 | tmp2.t.set(x,y,h);
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130 |
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131 | btrans.multiply(tmp2,tmp1);
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132 |
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133 | btrans.transform(i4_3d_point_class(1.5,0,0),bpos);
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134 |
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135 | bdir.set(target_groundspeed*cos(theta), target_groundspeed*sin(theta), target_zspeed);
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136 | g1_fire(super_mortar.get(), this, 0, bpos, bdir, 0);
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137 | }
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138 |
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139 | i4_bool g1_supergun_class::deploy_to(float tx, float ty)
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140 | {
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141 | i4_3d_vector d(tx, ty, g1_get_map()->terrain_height(tx,ty));
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142 |
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143 | d -= i4_3d_vector(x,y,h);
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144 |
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145 | //aim the turet
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146 | target_angle = i4_atan2(d.y,d.x);
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147 | i4_normalize_angle(target_angle);
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148 |
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149 | target_pitch = -(g1_float_rand(4)*i4_pi()/12.0 + i4_pi()/6);
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150 | i4_normalize_angle(target_pitch);
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151 |
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152 | // --------------------
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153 | // speed = d | -a
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154 | // ------- * _ | -----------------
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155 | // cos(th) |/ 2*(d*tan(th) - h)
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156 |
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157 | i4_float dist = sqrt(d.x*d.x + d.y*d.y) - 2.0;
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158 | i4_float den = (dist*tan(-target_pitch) - d.z)*2.0;
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159 |
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160 | if (den>0 && dist>3.0)
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161 | {
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162 | target_groundspeed = dist*sqrt(g1_resources.gravity / den);
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163 | target_zspeed = target_groundspeed*tan(-target_pitch);
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164 | mode = TARGET;
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165 | }
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166 |
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167 | return i4_T;
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168 | }
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169 |
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170 | void g1_supergun_class::think()
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171 | {
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172 | if (!check_life())
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173 | return;
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174 |
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175 | if (health>0 && health < defaults->health)
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176 | health+=200;
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177 |
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178 | if (fire_delay>0)
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179 | fire_delay--;
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180 |
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181 | pitch = 0;
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182 | roll = 0;
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183 | h = terrain_height;
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184 |
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185 | request_think();
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186 | switch(mode)
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187 | {
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188 | case ACQUIRE:
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189 | {
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190 | break;
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191 |
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192 | i4_3d_vector d;
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193 |
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194 | #if 1
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195 | d.x = g1_float_rand(5)*g1_get_map()->width();
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196 | d.y = g1_float_rand(4)*g1_get_map()->height();
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197 | #else
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198 | d.x = g1_get_map()->width()/2.0;
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199 | d.y = g1_get_map()->height()/2.0;
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200 | #endif
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201 | if (attack_target.valid())
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202 | {
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203 | d.x = attack_target->x;
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204 | d.y = attack_target->y;
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205 | }
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206 |
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207 | deploy_to(d.x,d.y);
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208 | } break;
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209 |
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210 | case TARGET:
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211 | {
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212 | i4_bool aimed;
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213 |
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214 | aimed = (i4_rotate_to(theta,target_angle,defaults->turn_speed)==0.0);
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215 | aimed = (i4_rotate_to(muzzle->rotation.y,target_pitch,defaults->turn_speed)==0.0) && aimed;
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216 | if (aimed)
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217 | {
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218 | mode = FIRING;
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219 | fire();
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220 | }
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221 | } break;
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222 |
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223 | case FIRING:
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224 | {
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225 | if (muzzle->offset.x<0.0)
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226 | {
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227 | muzzle->offset.x += 0.01;
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228 | if (muzzle->offset.x>0.0) muzzle->offset.x=0.0;
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229 | }
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230 | if (fire_delay==0 && muzzle->offset.x==0.0)
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231 | mode = ACQUIRE;
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232 | } break;
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233 | }
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234 | }
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