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 00022 #if !defined(__INCLUDE_WeaponNapalmh_INCLUDE__) 00023 #define __INCLUDE_WeaponNapalmh_INCLUDE__ 00024 00025 #include <weapons/Weapon.h> 00026 #include <actions/NapalmParams.h> 00027 00028 class WeaponNapalm : public Weapon 00029 { 00030 public: 00031 WeaponNapalm(); 00032 virtual ~WeaponNapalm(); 00033 00034 virtual bool parseXML(AccessoryCreateContext &context, 00035 XMLNode *accessoryNode); 00036 00037 // Inherited from Weapon 00038 virtual void fireWeapon(ScorchedContext &context, 00039 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity); 00040 00041 REGISTER_ACCESSORY_HEADER(WeaponNapalm, AccessoryPart::AccessoryWeapon); 00042 00043 protected: 00044 NapalmParams params_; 00045 std::string napalmSound_; 00046 int numberStreams_; // The number of napalm paths 00047 NumberParser napalmTime_; // The time to generate napalm 00048 NumberParser napalmHeight_; // The height of a napalm point 00049 NumberParser stepTime_; // Add/rm napalm every StepTime secs 00050 NumberParser hurtStepTime_; // Calculate damage every HurtStepTime secs 00051 NumberParser hurtPerSecond_;// Damage per second 00052 00053 void addNapalm(ScorchedContext &context, WeaponFireContext &weaponContext, 00054 int x, int y); 00055 }; 00056 00057 #endif
1.5.3