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00020
00021 #include <weapons/WeaponTranslate.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024
00025 REGISTER_ACCESSORY_SOURCE(WeaponTranslate);
00026
00027 WeaponTranslate::WeaponTranslate() :
00028 translateDist_(0), nextAction_(0)
00029 {
00030
00031 }
00032
00033 WeaponTranslate::~WeaponTranslate()
00034 {
00035
00036 }
00037
00038 bool WeaponTranslate::parseXML(AccessoryCreateContext &context,XMLNode *accessoryNode)
00039 {
00040 if (!Weapon::parseXML(context, accessoryNode)) return false;
00041
00042 if (!accessoryNode->getNamedChild("translatedist", translateDist_)) return false;
00043
00044 XMLNode *subNode = 0;
00045 if (!accessoryNode->getNamedChild("nextaction", 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
00055 nextAction_ = (Weapon*) accessory;
00056
00057 return true;
00058 }
00059
00060 void WeaponTranslate::fireWeapon(ScorchedContext &context,
00061 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00062 {
00063 FixedVector newVelocity = velocity.Normalize() * translateDist_.getValue(context);
00064 FixedVector newPosition = position + newVelocity;
00065
00066 nextAction_->fireWeapon(context, weaponContext, newPosition, velocity);
00067
00068 }
00069