TankAICurrentMoveWeapons.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 <tankai/TankAICurrentMoveWeapons.h>
00022 #include <tank/Tank.h>
00023 #include <tank/TankPosition.h>
00024 #include <target/TargetShield.h>
00025 #include <target/TargetParachute.h>
00026 #include <server/ScorchedServer.h>
00027 #include <landscapedef/LandscapeTex.h>
00028 #include <landscapemap/LandscapeMaps.h>
00029 #include <weapons/Accessory.h>
00030 #include <weapons/WeaponNapalm.h>
00031 #include <weapons/Shield.h>
00032 
00033 TankAICurrentMoveWeapons::TankAICurrentMoveWeapons(Tank *tank, 
00034         Tank *targetTank,
00035         TankAIWeaponSets::WeaponSet *weapons)
00036 {
00037         // Check if this target has shields
00038         shield = 0;
00039         if (targetTank->getShield().getCurrentShield())
00040         {
00041                 shield = (Shield *) targetTank->getShield().
00042                         getCurrentShield()->getAction();
00043         }
00044 
00045         // Normal weapons
00046         small = weapons->getTankAccessoryByType(tank, "explosionsmall");
00047         large = weapons->getTankAccessoryByType(tank, "explosionlarge");
00048         roller = weapons->getTankAccessoryByType(tank, "roller");
00049         uncover = weapons->getTankAccessoryByType(tank, "uncover");
00050 
00051         // Check for being under water
00052         fixed waterHeight = -10;
00053         LandscapeTex &tex = *ScorchedServer::instance()->getLandscapeMaps().getDefinitions().getTex();
00054         if (tex.border->getType() == LandscapeTexType::eWater)
00055         {
00056                 LandscapeTexBorderWater *water = 
00057                         (LandscapeTexBorderWater *) tex.border;
00058 
00059                 waterHeight = water->height;
00060         }
00061         napalm = 0;
00062         if (targetTank->getPosition().getTankPosition()[2] > waterHeight)
00063         {
00064                 napalm = weapons->getTankAccessoryByType(tank, "napalm");
00065         }
00066 
00067         // Check for laser proof shields
00068         laser = 0;
00069         if (!shield ||
00070                 shield->getLaserProof() == Shield::ShieldLaserProofNone)
00071         {
00072                 laser = weapons->getTankAccessoryByType(tank, "laser");
00073         }
00074 
00075         // Check for having parachutes
00076         // Cheating!!, need a better way for this
00077         digger = 0;
00078         if (!targetTank->getParachute().getCurrentParachute())
00079         {
00080                 digger = weapons->getTankAccessoryByType(tank, "digger");
00081         }
00082 }
00083 
00084 TankAICurrentMoveWeapons::~TankAICurrentMoveWeapons()
00085 {
00086 }
00087 

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