WeaponPosition.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/WeaponPosition.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 #include <landscapemap/LandscapeMaps.h>
00025 
00026 REGISTER_ACCESSORY_SOURCE(WeaponPosition);
00027 
00028 WeaponPosition::WeaponPosition() :
00029         positionOffset_(0, 0, 0)
00030 {
00031 
00032 }
00033 
00034 WeaponPosition::~WeaponPosition()
00035 {
00036 
00037 }
00038 
00039 bool WeaponPosition::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("aimedweapon", 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         aimedWeapon_ = (Weapon*) accessory;
00055 
00056         if (!accessoryNode->getNamedChild("position", position_)) return false;
00057 
00058         // Optional random offset
00059         accessoryNode->getNamedChild("positionoffset", positionOffset_, false);
00060 
00061         // Force it to ground level
00062         accessoryNode->getNamedChild("onground", onGround_, false);
00063 
00064         return true;
00065 }
00066 
00067 void WeaponPosition::fireWeapon(ScorchedContext &context,
00068         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00069 {
00070         // Position the fired weapon at the desired position, 
00071         // +/- optional random offset
00072         RandomGenerator &random = context.getActionController().getRandom();
00073 
00074         if(onGround_)
00075         {
00076                 fixed minHeight = context.getLandscapeMaps().getGroundMaps().getInterpHeight(
00077                                 position[0], position[1]);
00078                 position_[2] = minHeight;
00079         }
00080 
00081         FixedVector newPosition;
00082         newPosition[0] = position_[0] - positionOffset_[0] +
00083                 positionOffset_[0] * 2 * random.getRandFixed();
00084         newPosition[1] = position_[1] - positionOffset_[1] +
00085                 positionOffset_[1] * 2 * random.getRandFixed();
00086         newPosition[2] = position_[2] - positionOffset_[2] +            
00087                 positionOffset_[2] * 2 * random.getRandFixed();
00088         
00089         aimedWeapon_->fireWeapon(context, weaponContext, newPosition, velocity);
00090 
00091 }
00092 

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