WeaponCenterPosition.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 <weapons/WeaponCenterPosition.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <landscapemap/LandscapeMaps.h>
00024 #include <landscapedef/LandscapeTex.h>
00025 #include <engine/ActionController.h>
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponCenterPosition);
00028 
00029 WeaponCenterPosition::WeaponCenterPosition() :
00030         nextAction_(0)
00031 {
00032 
00033 }
00034 
00035 WeaponCenterPosition::~WeaponCenterPosition()
00036 {
00037 
00038 }
00039 
00040 bool WeaponCenterPosition::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00041 {
00042         if (!Weapon::parseXML(context, accessoryNode)) return false;
00043 
00044         if (!accessoryNode->getNamedChild("height", height_)) return false;
00045 
00046         XMLNode *subNode = 0;
00047         if (!accessoryNode->getNamedChild("nextaction", subNode)) return false;
00048         
00049         // Check next weapon is correct type
00050         AccessoryPart *accessory = context.getAccessoryStore().
00051                 createAccessoryPart(context, parent_, subNode);
00052         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00053         {
00054                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00055         }
00056         nextAction_ = (Weapon*) accessory;
00057 
00058         return true;
00059 }
00060 
00061 void WeaponCenterPosition::fireWeapon(ScorchedContext &context,
00062         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00063 {
00064         int arenaX = context.getLandscapeMaps().getGroundMaps().getArenaX();
00065         int arenaY = context.getLandscapeMaps().getGroundMaps().getArenaY();
00066         int arenaWidth = context.getLandscapeMaps().getGroundMaps().getArenaWidth();
00067         int arenaHeight = context.getLandscapeMaps().getGroundMaps().getArenaHeight();
00068 
00069         FixedVector newPositon = position;
00070         newPositon[0] = (arenaWidth / 2) + arenaX;
00071         newPositon[1] = (arenaHeight / 2) + arenaY;
00072         newPositon[2] = height_.getValue(context);
00073         
00074         nextAction_->fireWeapon(context, weaponContext, newPositon, velocity);
00075 
00076 }

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