1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
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/WeaponAimedUnder.h>
22 #include <weapons/AccessoryStore.h>
23 #include <engine/ActionController.h>
24 #include <landscapemap/LandscapeMaps.h>
25 #include <tank/TankLib.h>
26 #include <tank/Tank.h>
27 #include <tank/TankPosition.h>
28 #include <common/Defines.h>
32 REGISTER_ACCESSORY_SOURCE(WeaponAimedUnder
);
34 WeaponAimedUnder::WeaponAimedUnder() : warHeads_(0), moveUnderground_(true)
39 WeaponAimedUnder::~WeaponAimedUnder()
44 bool WeaponAimedUnder::parseXML(AccessoryCreateContext
&context
, XMLNode
*accessoryNode
)
46 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
48 // Get the accessory size
49 if (!accessoryNode
->getNamedChild("nowarheads", warHeads_
)) return false;
51 // Get the next weapon
53 if (!accessoryNode
->getNamedChild("aimedweapon", subNode
)) return false;
55 // Check next weapon is correct type
56 AccessoryPart
*accessory
= context
.getAccessoryStore().
57 createAccessoryPart(context
, parent_
, subNode
);
58 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
60 return subNode
->returnError("Failed to find sub weapon, not a weapon");
62 aimedWeapon_
= (Weapon
*) accessory
;
64 // Get the accessory aimed distance
65 if (!accessoryNode
->getNamedChild("maxaimdistance", maxAimedDistance_
)) return false;
67 // Get the accessory percentage miss chance
68 if (!accessoryNode
->getNamedChild("percentagemiss", percentageMissChance_
)) return false;
70 // Get the accessory percentage miss chance
71 if (!accessoryNode
->getNamedChild("inaccuracy", maxInacuracy_
)) return false;
73 // Get optional moveunderground attribute
74 accessoryNode
->getNamedChild("moveunderground", moveUnderground_
, false);
79 void WeaponAimedUnder::fireWeapon(ScorchedContext
&context
,
80 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&oldvelocity
)
82 // NOTE: This code is very similar to the funky bomb code
83 // except it works under ground
86 fixed height
= context
.getLandscapeMaps().getGroundMaps().
87 getInterpHeight(position
[0], position
[1]);
88 if (position
[2] < height
+ 1)
90 position
[2] = context
.getLandscapeMaps().getGroundMaps().
91 getInterpHeight(position
[0], position
[1]) / 2;
95 // Get all of the distances of the tanks less than 50 away
96 std::list
<std::pair
<fixed
, Tank
*> > sortedTanks
;
97 TankLib::getTanksSortedByDistance(
102 maxAimedDistance_
.getValue(context
));
104 // Add all of these distances together
106 std::list
<std::pair
<fixed
, Tank
*> >::iterator itor
;
107 for (itor
= sortedTanks
.begin();
108 itor
!= sortedTanks
.end();
111 totalDist
+= (*itor
).first
;
114 // Turn distance into a probablity that we will fire a the tank
116 if (sortedTanks
.size() == 1)
122 for (itor
= sortedTanks
.begin();
123 itor
!= sortedTanks
.end();
126 (*itor
).first
= totalDist
- (*itor
).first
;
127 maxDist
+= (*itor
).first
;
131 // Add a percetage that we will not fire at any tank
132 maxDist
*= (percentageMissChance_
.getValue(context
)/ 100) + 1;
134 RandomGenerator
&random
= context
.getActionController().getRandom();
137 for (int i
=0; i
<warHeads_
; i
++)
140 fixed dist
= maxDist
* random
.getRandFixed();
142 // Find which tank fits this probability
145 for (itor
= sortedTanks
.begin();
146 itor
!= sortedTanks
.end();
149 distC
+= (*itor
).first
;
152 shootAt
= (*itor
).second
;
157 // Calcuate the angle for the shot
158 fixed angleXYDegs
= random
.getRandFixed() * 360;
159 fixed angleYZDegs
= random
.getRandFixed() * 30 + 50;
163 // We have a tank to aim at
164 // Aim a shot towards it
165 TankLib::getSniperShotTowardsPosition(
168 shootAt
->getPosition().getTankPosition(), -1,
169 angleXYDegs
, angleYZDegs
, power
);
171 angleXYDegs
+= (random
.getRandFixed() * maxInacuracy_
.getValue(context
)) -
172 (maxInacuracy_
.getValue(context
) / 2);
173 angleYZDegs
+= (random
.getRandFixed() * maxInacuracy_
.getValue(context
)) -
174 (maxInacuracy_
.getValue(context
) / 2);
178 FixedVector
&velocity
= TankLib::getVelocityVector(
179 angleXYDegs
, angleYZDegs
);
182 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, velocity
);