//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include #include REGISTER_ACCESSORY_SOURCE(ShieldRound); ShieldRound::ShieldRound() : glow_(true) { } ShieldRound::~ShieldRound() { } Shield::ShieldType ShieldRound::getShieldType() { return ShieldTypeRoundNormal; } bool ShieldRound::inShield(Vector &offset) { return offset.Magnitude() <= radius_; } bool ShieldRound::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Shield::parseXML(context, store, accessoryNode)) return false; // Get the penetration if (!accessoryNode->getNamedChild("radius", radius_)) return false; if (radius_ <= 0.0f) return accessoryNode->returnError("ShieldRound radius must be > 0"); // Get the half size if (!accessoryNode->getNamedChild("halfshield", halfShield_)) return false; accessoryNode->getNamedChild("glow", glow_, false); return true; }