//////////////////////////////////////////////////////////////////////////////// // 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 REGISTER_ACCESSORY_SOURCE(WeaponTranslate); WeaponTranslate::WeaponTranslate() : translateDist_(0.0f), nextAction_(0) { } WeaponTranslate::~WeaponTranslate() { } bool WeaponTranslate::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; if (!accessoryNode->getNamedChild("translatedist", translateDist_)) return false; XMLNode *subNode = 0; if (!accessoryNode->getNamedChild("nextaction", 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"); } nextAction_ = (Weapon*) accessory; return true; } void WeaponTranslate::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { Vector newVelocity = velocity.Normalize() * translateDist_; Vector newPosition = position + newVelocity; nextAction_->fireWeapon(context, playerId, newPosition, velocity, data); }