//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // 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(WeaponLaser); WeaponLaser::WeaponLaser() { } WeaponLaser::~WeaponLaser() { } bool WeaponLaser::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; if (!accessoryNode->getNamedChild("minimumhurt", minimumHurt_)) return false; if (!accessoryNode->getNamedChild("maximumhurt", maximumHurt_)) return false; if (!accessoryNode->getNamedChild("hurtradius", hurtRadius_)) return false; if (!accessoryNode->getNamedChild("minimumdistance", minimumDistance_)) return false; if (!accessoryNode->getNamedChild("maximumdistance", maximumDistance_)) return false; if (!accessoryNode->getNamedChild("totaltime", totalTime_)) return false; if (!accessoryNode->getNamedChild("color", color_)) return false; return true; } void WeaponLaser::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { context.actionController->addAction( new Laser(playerId, this, position, velocity, data)); }