//////////////////////////////////////////////////////////////////////////////// // 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 #include #include #include #include REGISTER_ACCESSORY_SOURCE(WeaponAimedUnder); WeaponAimedUnder::WeaponAimedUnder() : warHeads_(0), moveUnderground_(true) { } WeaponAimedUnder::~WeaponAimedUnder() { } bool WeaponAimedUnder::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; // Get the accessory size if (!accessoryNode->getNamedChild("nowarheads", warHeads_)) return false; // Get the next weapon XMLNode *subNode = 0; if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false; // Check next weapon is correct type AccessoryPart *accessory = store->createAccessoryPart(context, parent_, subNode); if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon) { return subNode->returnError("Failed to find sub weapon, not a weapon"); } aimedWeapon_ = (Weapon*) accessory; // Get the accessory aimed distance if (!accessoryNode->getNamedChild("maxaimdistance", maxAimedDistance_)) return false; // Get the accessory percentage miss chance if (!accessoryNode->getNamedChild("percentagemiss", percentageMissChance_)) return false; // Get the accessory percentage miss chance if (!accessoryNode->getNamedChild("inaccuracy", maxInacuracy_)) return false; // Get optional moveunderground attribute accessoryNode->getNamedChild("moveunderground", moveUnderground_, false); return true; } void WeaponAimedUnder::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &oldvelocity, unsigned int data) { // NOTE: This code is very similar to the funky bomb code // except it works under ground if (moveUnderground_) { float height = context.landscapeMaps->getGroundMaps(). getInterpHeight(position[0], position[1]); if (position[2] < height + 1.0f) { position[2] = context.landscapeMaps->getGroundMaps(). getInterpHeight(position[0], position[1]) / 2.0f; } } // Get all of the distances of the tanks less than 50 away std::list > sortedTanks; TankLib::getTanksSortedByDistance( context, position, sortedTanks, 0, maxAimedDistance_); // Add all of these distances together float totalDist = 0.0f; std::list >::iterator itor; for (itor = sortedTanks.begin(); itor != sortedTanks.end(); itor++) { totalDist += (*itor).first; } // Turn distance into a probablity that we will fire a the tank float maxDist = 0.0f; if (sortedTanks.size() == 1) { maxDist = totalDist; } else { for (itor = sortedTanks.begin(); itor != sortedTanks.end(); itor++) { (*itor).first = totalDist - (*itor).first; maxDist += (*itor).first; } } // Add a percetage that we will not fire at any tank maxDist *= 1.0f + (percentageMissChance_ / 100.0f); // For each war head for (int i=0; igetPosition().getTankPosition(), -1.0f, angleXYDegs, angleYZDegs, power); angleXYDegs += (RAND * maxInacuracy_) - (maxInacuracy_ / 2.0f); angleYZDegs += (RAND * maxInacuracy_) - (maxInacuracy_ / 2.0f); } // Create the shot Vector &velocity = TankLib::getVelocityVector( angleXYDegs, angleYZDegs); velocity *= power; aimedWeapon_->fireWeapon(context, playerId, position, velocity, data); } }