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00021 #include <weapons/WeaponScatterDirection.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 #include <landscapemap/LandscapeMaps.h>
00025 #include <landscapedef/LandscapeTex.h>
00026 #include <common/Defines.h>
00027 #include <math.h>
00028
00029 REGISTER_ACCESSORY_SOURCE(WeaponScatterDirection);
00030
00031 WeaponScatterDirection::WeaponScatterDirection()
00032 {
00033
00034 }
00035
00036 WeaponScatterDirection::~WeaponScatterDirection()
00037 {
00038
00039 }
00040
00041 bool WeaponScatterDirection::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00042 {
00043 if (!Weapon::parseXML(context, accessoryNode)) return false;
00044
00045
00046 XMLNode *subNode = 0;
00047 if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00048
00049
00050 AccessoryPart *accessory = context.getAccessoryStore().
00051 createAccessoryPart(context, parent_, subNode);
00052 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00053 {
00054 return subNode->returnError("Failed to find sub weapon, not a weapon");
00055 }
00056 aimedWeapon_ = (Weapon*) accessory;
00057
00058 if (!accessoryNode->getNamedChild("direction", direction_)) return false;
00059 if (!accessoryNode->getNamedChild("directionoffset", directionOffset_)) return false;
00060
00061 return true;
00062 }
00063
00064 void WeaponScatterDirection::fireWeapon(ScorchedContext &context,
00065 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &v)
00066 {
00067 RandomGenerator &random = context.getActionController().getRandom();
00068 FixedVector vel;
00069 vel[0] += direction_[0] - directionOffset_[0] +
00070 directionOffset_[0] * 2 * random.getRandFixed();
00071 vel[1] += direction_[1] - directionOffset_[1] +
00072 directionOffset_[1] * 2 * random.getRandFixed();
00073 vel[2] += direction_[2] - directionOffset_[2] +
00074 directionOffset_[2] * 2 * random.getRandFixed();
00075
00076 aimedWeapon_->fireWeapon(context, weaponContext, position, vel);
00077
00078 }