//////////////////////////////////////////////////////////////////////////////// // 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(WeaponLeapFrog); WeaponLeapFrog::WeaponLeapFrog(): collisionAction_(0), bounce_(0.6f) { } WeaponLeapFrog::~WeaponLeapFrog() { } bool WeaponLeapFrog::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; // Get the next weapon XMLNode *subNode = 0; if (!accessoryNode->getNamedChild("collisionaction", 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"); } collisionAction_ = (Weapon*) accessory; // Get the bounce if (!accessoryNode->getNamedChild("bounce", bounce_)) return false; return true; } void WeaponLeapFrog::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { Vector newVelocity = velocity * bounce_; if (newVelocity[2] < 0.0f) newVelocity[2] *= -1.0f; Vector newPosition = position; float minHeight = context.landscapeMaps->getGroundMaps().getInterpHeight( position[0], position[1]); if (position[2] < minHeight + 0.7f) { // Make sure position is not fired underground if (minHeight - position[2] > 6.5f) // Give room for shields as well { } else { newPosition[2] = minHeight + 0.7f; } } collisionAction_->fireWeapon(context, playerId, newPosition, newVelocity, data); }