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/WeaponScatterDirection.h>
22 #include <weapons/AccessoryStore.h>
23 #include <engine/ActionController.h>
24 #include <landscapemap/LandscapeMaps.h>
25 #include <landscapedef/LandscapeTex.h>
26 #include <common/Defines.h>
29 REGISTER_ACCESSORY_SOURCE(WeaponScatterDirection
);
31 WeaponScatterDirection::WeaponScatterDirection()
36 WeaponScatterDirection::~WeaponScatterDirection()
41 bool WeaponScatterDirection::parseXML(AccessoryCreateContext
&context
, XMLNode
*accessoryNode
)
43 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
45 // Get the next weapon
47 if (!accessoryNode
->getNamedChild("aimedweapon", subNode
)) return false;
49 // Check next weapon is correct type
50 AccessoryPart
*accessory
= context
.getAccessoryStore().
51 createAccessoryPart(context
, parent_
, subNode
);
52 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
54 return subNode
->returnError("Failed to find sub weapon, not a weapon");
56 aimedWeapon_
= (Weapon
*) accessory
;
58 if (!accessoryNode
->getNamedChild("direction", direction_
)) return false;
59 if (!accessoryNode
->getNamedChild("directionoffset", directionOffset_
)) return false;
64 void WeaponScatterDirection::fireWeapon(ScorchedContext
&context
,
65 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&v
)
67 RandomGenerator
&random
= context
.getActionController().getRandom();
69 vel
[0] += direction_
[0] - directionOffset_
[0] +
70 directionOffset_
[0] * 2 * random
.getRandFixed();
71 vel
[1] += direction_
[1] - directionOffset_
[1] +
72 directionOffset_
[1] * 2 * random
.getRandFixed();
73 vel
[2] += direction_
[2] - directionOffset_
[2] +
74 directionOffset_
[2] * 2 * random
.getRandFixed();
76 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, vel
);