WeaponVelocity.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/WeaponVelocity.h>
00022 #include <weapons/AccessoryStore.h>
00023 
00024 REGISTER_ACCESSORY_SOURCE(WeaponVelocity);
00025 
00026 WeaponVelocity::WeaponVelocity() :
00027         velocityChange_(0), abs_(false)
00028 {
00029 
00030 }
00031 
00032 WeaponVelocity::~WeaponVelocity()
00033 {
00034 
00035 }
00036 
00037 bool WeaponVelocity::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00038 {
00039         if (!Weapon::parseXML(context, accessoryNode)) return false;
00040 
00041         // Get the next weapon
00042         XMLNode *subNode = 0;
00043         if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00044 
00045         // Check next weapon is correct type
00046         AccessoryPart *accessory = context.getAccessoryStore().
00047                 createAccessoryPart(context, parent_, subNode);
00048         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00049         {
00050                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00051         }
00052         aimedWeapon_ = (Weapon*) accessory;
00053 
00054         if (!accessoryNode->getNamedChild("velocitychange", velocityChange_)) return false;
00055 
00056         accessoryNode->getNamedChild("abs", abs_, false);
00057 
00058         return true;
00059 }
00060 
00061 void WeaponVelocity::fireWeapon(ScorchedContext &context,
00062         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00063 {
00064         // Add a shot that will fall where the original was aimed
00065         // but with altered velocity
00066         FixedVector newVelocity;
00067         if (abs_)
00068         {
00069                 newVelocity = velocity.Normalize() * 50 * velocityChange_.getValue(context); 
00070                 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);
00071         }
00072         else
00073         {
00074 
00075                 newVelocity = velocity * velocityChange_.getValue(context);
00076                 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);
00077         }
00078 
00079 }
00080 

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