PlacementObjectTarget.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 <placement/PlacementObjectTarget.h>
00022 #include <landscapemap/LandscapeMaps.h>
00023 #include <engine/ScorchedContext.h>
00024 #include <weapons/AccessoryStore.h>
00025 #include <common/Defines.h>
00026 #include <target/TargetContainer.h>
00027 #include <target/TargetLife.h>
00028 #include <target/Target.h>
00029 #include <XML/XMLParser.h>
00030 
00031 PlacementObjectTarget::PlacementObjectTarget()
00032 {
00033 }
00034 
00035 PlacementObjectTarget::~PlacementObjectTarget()
00036 {
00037 }
00038 
00039 bool PlacementObjectTarget::readXML(XMLNode *node)
00040 {
00041         if (!targetDef_.readXML(node, ".")) return false;
00042         if (!groups_.readXML(node)) return false;
00043         return PlacementObject::readXML(node);
00044 }
00045 
00046 void PlacementObjectTarget::createObject(ScorchedContext &context,
00047         RandomGenerator &generator,
00048         unsigned int &playerId,
00049         PlacementType::Position &position)
00050 {
00051         ++playerId;
00052         Target *target = targetDef_.createTarget(
00053                 playerId, position.position, position.velocity, context, generator);
00054         context.getTargetContainer().addTarget(target);
00055 
00056         context.getLandscapeMaps().getGroundMaps().getGroups().getShadows().push_back(
00057                 PlacementShadowDefinition::Entry(
00058                 &targetDef_.getShadow(),
00059                 position.position,
00060                 target->getLife().getSize()));
00061 }

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