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 #if !defined(__INCLUDE_WeaponRollerh_INCLUDE__)
22 #define __INCLUDE_WeaponRollerh_INCLUDE__
24 #include <weapons/Weapon.h>
25 #include <common/ModelID.h>
27 class ScorchedContext
;
28 class WeaponRoller
: public Weapon
32 virtual ~WeaponRoller();
34 virtual bool parseXML(AccessoryCreateContext
&context
,
35 XMLNode
*accessoryNode
);
37 Weapon
*getCollisionAction() { return collisionAction_
; }
38 ModelID
&getRollerModelID() { return rollerModelId_
; }
39 bool getRoll() { return roll_
; }
40 fixed
getShieldHurtFactor(ScorchedContext
&context
);
41 fixed
getTime(ScorchedContext
&context
);
42 fixed
getWindFactor(ScorchedContext
&context
);
44 // Inherited from Weapon
45 virtual void fireWeapon(ScorchedContext
&context
,
46 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&velocity
);
48 REGISTER_ACCESSORY_HEADER(WeaponRoller
, AccessoryPart::AccessoryWeapon
);
51 NumberParser numberRollers_
;
52 Weapon
*collisionAction_
;
53 ModelID rollerModelId_
;
54 NumberParser shieldHurtFactorExp_
;
55 NumberParser windFactorExp_
;
56 NumberParser timeExp_
;
57 fixed shieldHurtFactor_
;
62 bool maintainVelocity_
;
63 NumberParser dampenVelocityExp_
;
64 fixed dampenVelocity_
;;
66 void addRoller(ScorchedContext
&context
,
67 WeaponFireContext
&weaponContext
,
68 FixedVector
&position
, FixedVector
&velocity
);