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[scorched3d/parasti.git] / src / common / weapons / WeaponVelocity.cpp
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1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
3 //
4 // This file is part of Scorched3D.
5 //
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/WeaponVelocity.h>
22 #include <weapons/AccessoryStore.h>
24 REGISTER_ACCESSORY_SOURCE(WeaponVelocity);
26 WeaponVelocity::WeaponVelocity() :
27 velocityChange_(0), abs_(false)
32 WeaponVelocity::~WeaponVelocity()
37 bool WeaponVelocity::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
39 if (!Weapon::parseXML(context, accessoryNode)) return false;
41 // Get the next weapon
42 XMLNode *subNode = 0;
43 if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
45 // Check next weapon is correct type
46 AccessoryPart *accessory = context.getAccessoryStore().
47 createAccessoryPart(context, parent_, subNode);
48 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
50 return subNode->returnError("Failed to find sub weapon, not a weapon");
52 aimedWeapon_ = (Weapon*) accessory;
54 if (!accessoryNode->getNamedChild("velocitychange", velocityChange_)) return false;
56 accessoryNode->getNamedChild("abs", abs_, false);
58 return true;
61 void WeaponVelocity::fireWeapon(ScorchedContext &context,
62 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
64 // Add a shot that will fall where the original was aimed
65 // but with altered velocity
66 FixedVector newVelocity;
67 if (abs_)
69 newVelocity = velocity.Normalize() * 50 * velocityChange_.getValue(context);
70 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);
72 else
75 newVelocity = velocity * velocityChange_.getValue(context);
76 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);