//////////////////////////////////////////////////////////////////////////////// // 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 #include REGISTER_ACCESSORY_SOURCE(WeaponRoller); WeaponRoller::WeaponRoller() : shieldHurtFactor_(0.0f), windFactor_(1.0f) { } WeaponRoller::~WeaponRoller() { } bool WeaponRoller::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; // Get number of rollers if (!accessoryNode->getNamedChild("numberrollers", numberRollers_)) return false; // Get life time if (!accessoryNode->getNamedChild("time", time_)) return false; // Get the hurt factor (if any) accessoryNode->getNamedChild("shieldhurtfactor", shieldHurtFactor_, false); // Get the wind factor (if any) accessoryNode->getNamedChild("windfactor", windFactor_, false); XMLNode *subNode = 0; if (!accessoryNode->getNamedChild("collisionaction", subNode)) return false; 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 weapon model XMLNode *modelNode = 0; if (!accessoryNode->getNamedChild("rollermodel", modelNode)) return false; if (!rollerModelId_.initFromNode("data/accessories", modelNode)) return false; return true; } void WeaponRoller::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &oldposition, Vector &velocity, unsigned int data) { float minHeight = context.landscapeMaps->getGroundMaps().getInterpHeight( oldposition[0], oldposition[1]); // Make sure position is not underground if (oldposition[2] < minHeight) { if (minHeight - oldposition[2] > 10.0f) // Give room for shields as well { return; } } for (int i=0; igetGroundMaps().getInterpHeight( position[0], position[1]) + 1.0f; if (position[2] < minHeight) position[2] = minHeight; // Check if we have hit the roof (quite litteraly) { float maxHeight = context.landscapeMaps->getRoofMaps().getInterpRoofHeight( position[0] / 4.0f, position[1] / 4.0f); if (position[2] > maxHeight - 1.0f) { position[2] = maxHeight - 1.0f; } } // Make sure this new position is not inside a tank's shields bool ok = false; while (!ok) { ok = true; std::map &targets = context.targetContainer->getTargets(); std::map::iterator itor; for (itor = targets.begin(); itor != targets.end(); itor++) { Target *current = (*itor).second; Vector &tankPos = current->getTargetPosition(); Accessory *accessory = current->getShield().getCurrentShield(); if (accessory) { Shield *shield = (Shield *) accessory->getAction(); Vector offset = position - tankPos; if (shield->inShield(offset)) { ok = false; position[2] += 1.0f; } } } } addRoller(context, playerId, position, data); } } void WeaponRoller::addRoller(ScorchedContext &context, unsigned int playerId, Vector &position, unsigned int data) { // Ensure that the Roller has not hit the walls // or anything outside the landscape if (position[0] > 1 && position[1] > 1 && position[0] < context.landscapeMaps->getGroundMaps().getMapWidth() - 1 && position[1] < context.landscapeMaps->getGroundMaps().getMapHeight() - 1) { Vector velocity(RAND - 0.5f, RAND - 0.5f, 2.0f * RAND); context.actionController->addAction( new ShotBounce(position, velocity, this, playerId, data)); } }