Moved all files one dir upwards (should've done that long ago)
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project/jni/application/alienblaster/formation.h
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85
project/jni/application/alienblaster/formation.h
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/***************************************************************************
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alienBlaster
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Copyright (C) 2004
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Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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***************************************************************************/
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#ifndef FORMATION_H
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#define FORMATION_H
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#include <vector>
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#include "global.h"
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#include "geometry.h"
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class Enemy;
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class Formation {
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private:
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std::vector<Enemy *> involvedEnemys;
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int nrInvolved;
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FormationTypes formationType;
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Vector2D formationCenter;
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Vector2D formationSpeed;
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bool enemyWasKilled;
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bool formationFires;
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int nextFirePrimary;
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int nextFireSecondary;
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bool changeOnKill, changeSpontaneous, changeOften, changeSeldom;
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int nextFormationChange;
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FormationShotPatterns shotPattern;
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int actShootingEnemy;
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void chooseNewFormationType();
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void handleSpontaneousFormationChange( int dT );
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void moveEnemyInFormation();
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void fillTargetPos( vector<Vector2D> &targetPos );
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void fillTargetPosFormationV( vector<Vector2D> &targetPos );
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void fillTargetPosFormationReverseV( vector<Vector2D> &targetPos );
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void fillTargetPosFormationBlock( vector<Vector2D> &targetPos );
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void fillTargetPosFormationLine( vector<Vector2D> &targetPos );
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void getBestMapping( vector<Vector2D> &targetPos,
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vector<Vector2D> &relPosForFighters );
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void calcNextPerm( int *perm );
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float calcTestMapping( int *perm, vector<Vector2D> &targetPos,
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vector<Vector2D> *mapping );
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int factorial( int n );
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void shoot( int dT );
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public:
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Formation( FormationTypes whichFormation, Vector2D centerAtStart,
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Vector2D startVel, int nrEnemys=66,
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FormationEnemySets enemyTypes=FORMATION_ENEMY_SET_DEFAULT,
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int flagsFormationChangePolicy=0,
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FormationShotPatterns shotPattern=FORMATION_SP_NONE );
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~Formation();
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Vector2D getCenter() { return formationCenter; }
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void enemyKilled( Enemy *killedEnemy );
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void update( int dT );
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bool isExpired() { return (nrInvolved == 0); }
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};
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#endif
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