WeaponScatterDirection.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/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         // Get the next weapon
00046         XMLNode *subNode = 0;
00047         if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00048 
00049         // Check next weapon is correct type
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 }

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