extern void object::Attack( )
{
	int         list[], i;  // liste des objets cherchés
	object      target;     // info sur la cible
	point       lastPos;    // dernière position (pr test si bloquée)
	float       distTar;    // distance de la cible
	float       dirTar;     // direction de la cible
	float       r;          // valeur aléatoire
	float       mp;         // puissance moteur
	float       tangle;     // angle d'esquive en cas d'eau
	boolean	    ifmove;     // si on avance en tirant ou pas

	errmode(0);  // ne stoppe pas si erreur
	while ( ismovie() != 0 )  wait(1);

	i = 0;
	list[i++] = WingedGrabber;
	list[i++] = TrackedGrabber;
	list[i++] = WheeledGrabber;
	list[i++] = LeggedGrabber;
	list[i++] = WingedShooter;
	list[i++] = TrackedShooter;
	list[i++] = WheeledShooter;
	list[i++] = LeggedShooter;
	list[i++] = WingedOrgaShooter;
	list[i++] = TrackedOrgaShooter;
	list[i++] = WheeledOrgaShooter;
	list[i++] = LeggedOrgaShooter;
	list[i++] = WingedSniffer;
	list[i++] = TrackedSniffer;
	list[i++] = WheeledSniffer;
	list[i++] = LeggedSniffer;
	list[i++] = Thumper;
	list[i++] = PhazerShooter;
	list[i++] = Recycler;
	list[i++] = Shielder;
	list[i++] = Subber;
	list[i++] = Me;
	list[i++] = Derrick;
	list[i++] = BotFactory;
	list[i++] = PowerStation;
	list[i++] = Converter;
	list[i++] = RepairCenter;
	list[i++] = DefenseTower;
	list[i++] = ResearchCenter;
//	list[i++] = RadarStation;
	list[i++] = ExchangePost;
	list[i++] = PowerPlant;
	list[i++] = AutoLab;
	list[i++] = NuclearPlant;

	wait(cmdline(0));  // attend pour entrer en action
	lastPos = position;  // initialise
	ifmove = true;
	while ( true )  // répète à l'infini
	{
		target = radar(list);
		dirTar = direction(target.position);
		distTar = distance(position, target.position);
		if(distTar<30)
		{
			turn(dirTar);
			fire(target.position);
			target = radar(list);
			turn(direction(target.position));
			for(int i=0; i<3; i=i+1)
			{
				if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
				{
					ifmove = false;
				}
				else
				{
					lastPos = position;
					motor(1,1);
					wait(0.5);
					if (distance(position, lastPos) < 0.2) ifmove = false;
				}
			}
		}
		else
		{
			ifmove = true;
			if (distance(lastPos, position) < 0.2)
			{   //si elle est bloquée par obstacle
				lastPos = position;
				turn(rand()*360-180);
				motor(1,1);
				wait(1);
				target = radar(list);
				turn(direction(target.position));
			}
			else
			{
				lastPos = position;
				if (topo(position)>1)
				{
					mp = direction(target.position)/180;
					//if (mp>1) mp = 1;
					//if (mp<-1) mp = -1;
					if (mp>0)
					{
						motor(1-mp,1);
					}
					else
					{
						motor(1,1+mp);
					}
					wait(1);
				}
				else
				{
					motor (-0.5, -0.5);
					wait(1.5);
					target = radar(list);
					turn(direction(target.position));
					tangle = 0;
					do
					{
						tangle = tangle + 22.5;
						if (tp(tangle) == 0) break;
						tangle = -tangle;
						if (tp(tangle) == 0) break;
						tangle = -tangle;
						if (tangle > 180) break;
					}
					while (true);
					turn(tangle);
					motor(1,1);
					wait(2);
				}
			}
		}
	}
}

int object::tp(float angle)
{
	point tpoint;

	tpoint.x = position.x + cos(orientation + angle)*10;
	tpoint.y = position.y + sin(orientation + angle)*10;
	tpoint.z = 0;
	if (topo(tpoint) < 1.5) return(1); else return(0);
}
