//////////////////////////////////////////////////////////////////////////////// // 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 //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include REGISTER_ACCESSORY_SOURCE(WeaponSound); WeaponSound::WeaponSound() : gain_(1.0f), relative_(false), rolloff_(1.0f), referenceDistance_(75.0f) { } WeaponSound::~WeaponSound() { } const char *WeaponSound::getSound() { std::string &sound = sounds_[rand() % sounds_.size()]; return sound.c_str(); } bool WeaponSound::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; std::string sound; while (accessoryNode->getNamedChild("sound", sound, false)) { if (!checkDataFile(sound.c_str())) return false; sounds_.push_back(sound); } accessoryNode->getNamedChild("gain", gain_, false); accessoryNode->getNamedChild("rolloff", rolloff_, false); accessoryNode->getNamedChild("referencedistance", referenceDistance_, false); accessoryNode->getNamedChild("relative", relative_, false); return true; } void WeaponSound::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { context.actionController->addAction( new SoundAction(position, this)); }