WeaponScatterPosition.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/WeaponScatterPosition.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(WeaponScatterPosition);
00030 
00031 WeaponScatterPosition::WeaponScatterPosition()
00032 {
00033 
00034 }
00035 
00036 WeaponScatterPosition::~WeaponScatterPosition()
00037 {
00038 
00039 }
00040 
00041 bool WeaponScatterPosition::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("landonly", landonly_)) return false;
00059         if (!accessoryNode->getNamedChild("landheight", landheight_)) return false;
00060         if (!accessoryNode->getNamedChild("scatterpercentage", scatterpercentage_)) return false;
00061 
00062         return true;
00063 }
00064 
00065 void WeaponScatterPosition::fireWeapon(ScorchedContext &context,
00066         WeaponFireContext &weaponContext, FixedVector &p, FixedVector &velocity)
00067 {
00068         // Mininum height, if we are grounding
00069         fixed allowedHeight = 0;
00070         LandscapeTex &tex = *context.getLandscapeMaps().getDefinitions().getTex();
00071                 if (tex.border->getType() == LandscapeTexType::eWater)
00072         {
00073                 LandscapeTexBorderWater *water = 
00074                         (LandscapeTexBorderWater *) tex.border;
00075 
00076                 allowedHeight = water->height;
00077         }
00078 
00079         fixed scatterpercentage = scatterpercentage_.getValue(context);
00080 
00081         fixed arenaWidth = fixed(context.getLandscapeMaps().getGroundMaps().getArenaWidth());
00082         fixed arenaHeight = fixed(context.getLandscapeMaps().getGroundMaps().getArenaHeight());
00083         fixed scatterWidth = arenaWidth * scatterpercentage / 100;
00084         fixed scatterHeight = arenaHeight * scatterpercentage / 100;
00085 
00086         FixedVector pos;
00087         RandomGenerator &random = context.getActionController().getRandom();
00088         bool ok = false;
00089         while (!ok)
00090         {
00091                 ok = true;
00092 
00093                 pos[0] = p[0] + (random.getRandFixed() * scatterWidth) - (scatterWidth / 2);
00094                 pos[1] = p[1] + (random.getRandFixed() * scatterHeight) - (scatterHeight / 2);
00095                 pos[2] = p[2];
00096                 if (landheight_)
00097                 {
00098                         pos[2] = context.getLandscapeMaps().getGroundMaps().getInterpHeight(
00099                                 pos[0], pos[1]);
00100                 }
00101 
00102                 if (landonly_)
00103                 {
00104                         if (pos[2] < allowedHeight)
00105                         {
00106                                 ok = false;
00107                                 allowedHeight -= fixed(true, 100);
00108                         }
00109                 }
00110         }
00111 
00112         aimedWeapon_->fireWeapon(context, weaponContext, pos, velocity);
00113 
00114 }
00115 

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