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/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
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);
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
;
69 newVelocity
= velocity
.Normalize() * 50 * velocityChange_
.getValue(context
);
70 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, newVelocity
);
75 newVelocity
= velocity
* velocityChange_
.getValue(context
);
76 aimedWeapon_
->fireWeapon(context
, weaponContext
, position
, newVelocity
);