ShieldRound.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <weapons/ShieldRound.h>
00022 #include <common/VectorLib.h>
00023 #include <common/Defines.h>
00024 #include <math.h>
00025 
00026 REGISTER_ACCESSORY_SOURCE(ShieldRound);
00027 
00028 ShieldRound::ShieldRound() : 
00029         glow_(true)
00030 {
00031 }
00032 
00033 ShieldRound::~ShieldRound()
00034 {
00035 }
00036 
00037 Shield::ShieldType ShieldRound::getShieldType()
00038 {
00039         return ShieldTypeRoundNormal;
00040 }
00041 
00042 bool ShieldRound::inShield(FixedVector &offset)
00043 {
00044         if (offset.Magnitude() <= radius_)
00045         {
00046                 if (!halfShield_) return true;
00047 
00048                 FixedVector normal = offset.Normalize();
00049                 FixedVector up(0, 0, 1);
00050                 if (normal.dotP(up) > fixed(true, 7000))
00051                 {
00052                         return true;
00053                 }
00054         }
00055         return false;
00056 }
00057 
00058 bool ShieldRound::tankInShield(FixedVector &offset)
00059 {
00060         if (offset.Magnitude() <= radius_)
00061         {
00062                 return true;
00063         }
00064         return false;
00065 }
00066 
00067 bool ShieldRound::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00068 {
00069         if (!Shield::parseXML(context, accessoryNode)) return false;
00070 
00071         // Get the penetration
00072         if (!accessoryNode->getNamedChild("radius", radius_)) return false;
00073         if (radius_ <= 0) return accessoryNode->returnError("ShieldRound radius must be > 0");
00074 
00075         // Get the half size
00076         if (!accessoryNode->getNamedChild("halfshield", halfShield_)) return false;
00077 
00078         accessoryNode->getNamedChild("glow", glow_, false);
00079 
00080         return true;
00081 }

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