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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
00044 XMLNode *subNode = 0;
00045 if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00046
00047
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
00059 accessoryNode->getNamedChild("positionoffset", positionOffset_, false);
00060
00061
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
00071
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