//////////////////////////////////////////////////////////////////////////////// // 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(WeaponScatterPosition); WeaponScatterPosition::WeaponScatterPosition() { } WeaponScatterPosition::~WeaponScatterPosition() { } bool WeaponScatterPosition::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("landonly", landonly_)) return false; if (!accessoryNode->getNamedChild("landheight", landheight_)) return false; if (!accessoryNode->getNamedChild("scatterpercentage", scatterpercentage_)) return false; return true; } void WeaponScatterPosition::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &p, Vector &velocity, unsigned int data) { // Mininum height, if we are grounding float allowedHeight = 0.0f; LandscapeTex &tex = *context.landscapeMaps->getDefinitions().getTex(); if (tex.border->getType() == LandscapeTexType::eWater) { LandscapeTexBorderWater *water = (LandscapeTexBorderWater *) tex.border; allowedHeight = water->height; } float width = float(context.landscapeMaps->getGroundMaps().getMapWidth()) * scatterpercentage_ / 100.0f; float height = float(context.landscapeMaps->getGroundMaps().getMapHeight()) * scatterpercentage_ / 100.0f; Vector pos; bool ok = false; while (!ok) { ok = true; pos[0] = p[0] + (RAND * width) - (width / 2.0f); pos[1] = p[1] + (RAND * height) - (height / 2.0f); pos[2] = p[2]; if (landheight_) { pos[2] = context.landscapeMaps->getGroundMaps().getInterpHeight( pos[0], pos[1]); } if (landonly_) { if (pos[2] < allowedHeight) { ok = false; allowedHeight -= 0.01f; } } } aimedWeapon_->fireWeapon(context, playerId, pos, velocity, data); }