1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2003
4 // This file is part of Scorched3D.
6 // Scorched3D is free software; you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation; either version 2 of the License, or
9 // (at your option) any later version.
11 // Scorched3D is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with Scorched3D; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 ////////////////////////////////////////////////////////////////////////////////
21 #include <weapons/WeaponMirv.h>
22 #include <weapons/AccessoryStore.h>
23 #include <engine/ActionController.h>
24 #include <common/Defines.h>
26 REGISTER_ACCESSORY_SOURCE(WeaponMirv
);
28 WeaponMirv::WeaponMirv() :
29 noWarheads_(0), hspreadDist_(0), vspreadDist_(0)
34 WeaponMirv::~WeaponMirv()
39 bool WeaponMirv::parseXML(AccessoryCreateContext
&context
, XMLNode
*accessoryNode
)
41 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
43 // Get the accessory spread
44 if (!accessoryNode
->getNamedChild("hspreaddist", hspreadDist_
))
46 if (!accessoryNode
->getNamedChild("vspreaddist", vspreadDist_
))
49 // Get the next weapon
51 if (!accessoryNode
->getNamedChild("aimedweapon", subNode
)) return false;
53 // Check next weapon is correct type
54 AccessoryPart
*accessory
= context
.getAccessoryStore().
55 createAccessoryPart(context
, parent_
, subNode
);
56 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
58 return subNode
->returnError("Failed to find sub weapon, not a weapon");
60 aimedWeapon_
= (Weapon
*) accessory
;
62 // Get the accessory warheads
63 if (!accessoryNode
->getNamedChild("nowarheads", noWarheads_
)) return false;
68 void WeaponMirv::fireWeapon(ScorchedContext
&context
,
69 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&velocity
)
71 // Add a shot that will fall where the original was aimed
72 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, velocity
);
74 RandomGenerator
&random
= context
.getActionController().getRandom();
76 // Add all of the sub warheads that have a random spread
78 for (int i
=0; i
<noWarheads_
- 1; i
++)
80 FixedVector newDiff
= velocity
;
82 // Ensure the same value is used in all parts of the calc
83 hspreadDist
= hspreadDist_
.getValue(context
);
86 FixedVector diff
= newDiff
;
88 FixedVector perp
= newDiff
* diff
;
90 newDiff
+= (perp
* ((random
.getRandFixed() * hspreadDist
) - (hspreadDist
* fixed(true, 5000))));
92 newDiff
[2] += (fixed(i
- (noWarheads_
/ 2)) /
93 fixed(noWarheads_
/ 2)) * vspreadDist_
.getValue(context
);
95 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, newDiff
);