WeaponLeapFrog.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/WeaponLeapFrog.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <landscapemap/LandscapeMaps.h>
00024 #include <landscapemap/HeightMap.h>
00025 
00026 REGISTER_ACCESSORY_SOURCE(WeaponLeapFrog);
00027 
00028 WeaponLeapFrog::WeaponLeapFrog():  
00029         collisionAction_(0), bounce_(fixed(true, 6000))
00030 {
00031 
00032 }
00033 
00034 WeaponLeapFrog::~WeaponLeapFrog()
00035 {
00036 
00037 }
00038 
00039 bool WeaponLeapFrog::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00040 {
00041         if (!Weapon::parseXML(context, accessoryNode)) return false;
00042 
00043         // Get the next weapon
00044         XMLNode *subNode = 0;
00045         if (!accessoryNode->getNamedChild("collisionaction", subNode)) return false;
00046 
00047         // Check next weapon is correct type
00048         AccessoryPart *accessory = context.getAccessoryStore().
00049                 createAccessoryPart(context, parent_, subNode);
00050         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00051         {
00052                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00053         }
00054         collisionAction_ = (Weapon*) accessory;
00055 
00056         // Get the bounce
00057         if (!accessoryNode->getNamedChild("bounce", bounce_)) return false;
00058 
00059         return true;
00060 }
00061 
00062 void WeaponLeapFrog::fireWeapon(ScorchedContext &context,
00063         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00064 {
00065         FixedVector newVelocity = velocity * bounce_.getValue(context);
00066         if (newVelocity[2] < 0) newVelocity[2] *= -1;
00067 
00068         FixedVector newPosition = position;
00069         fixed minHeight = context.getLandscapeMaps().getGroundMaps().getInterpHeight(
00070                 position[0], position[1]);
00071 
00072         if (position[2] < minHeight + fixed(true, 7000))
00073         {
00074                 // Make sure position is not fired underground
00075                 if (minHeight - position[2] > fixed(true, 6500)) // Give room for shields as well
00076                 {
00077                 }
00078                 else
00079                 {
00080                         newPosition[2] = minHeight + fixed(true, 7000);
00081                 }
00082         }
00083 
00084         collisionAction_->fireWeapon(context, weaponContext, newPosition, newVelocity);
00085 }

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