//////////////////////////////////////////////////////////////////////////////// // 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 //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_WeaponLightningh_INCLUDE__) #define __INCLUDE_WeaponLightningh_INCLUDE__ #include class WeaponLightning : public Weapon { public: WeaponLightning(); virtual ~WeaponLightning(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); float getConeLength() { return coneLength_; } float getSegLength() { return segLength_; } float getSegVar() { return segVar_; } float getSize() { return size_; } float getSizeVar() { return sizeVar_; } float getMinSize() { return minSize_; } float getSplitProb() { return splitProb_; } float getSplitVar() { return splitVar_; } float getDeathProb() { return deathProb_; } float getDerivAngle() { return derivAngle_; } float getAngleVar() { return angleVar_; } float getTotalTime() { return totalTime_; } float getSegHurt() { return segHurt_; } float getSegHurtRadius() { return segHurtRadius_; } const char *getSound() { return sound_.c_str(); } // Inherited from Weapon void fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data = 0); REGISTER_ACCESSORY_HEADER(WeaponLightning, AccessoryPart::AccessoryWeapon); protected: float coneLength_; float segLength_; float segVar_; float size_; float sizeVar_; float minSize_; float splitProb_; float splitVar_; float deathProb_; float derivAngle_; float angleVar_; float totalTime_; float segHurt_; float segHurtRadius_; std::string sound_; }; #endif // __INCLUDE_WeaponLightningh_INCLUDE__