//////////////////////////////////////////////////////////////////////////////// // 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 REGISTER_ACCESSORY_SOURCE(WeaponScatterDirection); WeaponScatterDirection::WeaponScatterDirection() { } WeaponScatterDirection::~WeaponScatterDirection() { } bool WeaponScatterDirection::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("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; if (!accessoryNode->getNamedChild("direction", direction_)) return false; if (!accessoryNode->getNamedChild("directionoffset", directionOffset_)) return false; return true; } void WeaponScatterDirection::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &v, unsigned int data) { Vector vel; vel[0] += direction_[0] - directionOffset_[0] + directionOffset_[0] * 2.0f * RAND; vel[1] += direction_[1] - directionOffset_[1] + directionOffset_[1] * 2.0f * RAND; vel[2] += direction_[2] - directionOffset_[2] + directionOffset_[2] * 2.0f * RAND; aimedWeapon_->fireWeapon(context, playerId, position, vel, data); }