CallbackWeapon.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <actions/CallbackWeapon.h>
00022 #include <weapons/AccessoryStore.h>
00023 
00024 CallbackWeapon::CallbackWeapon(
00025         const char *name,
00026         WeaponCallback *callback,
00027         fixed delay, unsigned int callbackData,
00028         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity) :
00029         ActionReferenced(name),
00030         callback_(callback),
00031         delay_(delay),
00032         callbackData_(callbackData),
00033         position_(position),
00034         velocity_(velocity),
00035         weaponContext_(weaponContext),
00036         totalTime_(0)
00037 {
00038 
00039 }
00040 
00041 CallbackWeapon::~CallbackWeapon()
00042 {
00043 }
00044 
00045 void CallbackWeapon::init()
00046 {
00047 }
00048 
00049 void CallbackWeapon::simulate(fixed frameTime, bool &remove)
00050 {
00051         totalTime_ += frameTime;
00052         if (totalTime_ > delay_)
00053         {
00054                 callback_->weaponCallback(
00055                         *context_, weaponContext_, position_, velocity_, callbackData_);
00056                 remove = true;
00057         }
00058 
00059         Action::simulate(frameTime, remove);
00060 }
00061 
00062 std::string CallbackWeapon::getActionDetails()
00063 {
00064         if (callback_) return callback_->getParent()->getName();
00065         return "";
00066 }

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