WeaponDelay.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/WeaponDelay.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 
00025 REGISTER_ACCESSORY_SOURCE(WeaponDelay);
00026 
00027 WeaponDelay::WeaponDelay() :
00028         delay_(0)
00029 {
00030 
00031 }
00032 
00033 WeaponDelay::~WeaponDelay()
00034 {
00035 
00036 }
00037 
00038 bool WeaponDelay::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00039 {
00040         if (!Weapon::parseXML(context, accessoryNode)) return false;
00041 
00042         // Get the next weapon
00043         XMLNode *subNode = 0;
00044         if (!accessoryNode->getNamedChild("delayedweapon", subNode)) return false;
00045 
00046         // Check next weapon is correct type
00047         AccessoryPart *accessory = context.getAccessoryStore().
00048                 createAccessoryPart(context, parent_, subNode);
00049         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00050         {
00051                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00052         }
00053         delayedWeapon_ = (Weapon*) accessory;
00054 
00055         if (!accessoryNode->getNamedChild("delay", delay_)) return false;
00056 
00057         return true;
00058 }
00059 
00060 void WeaponDelay::fireWeapon(ScorchedContext &context,
00061         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00062 {
00063         Action *action = new CallbackWeapon(
00064                 "WeaponDelay", 
00065                 this, delay_.getValue(context), 0,
00066                 weaponContext, position, velocity);
00067         context.getActionController().addAction(action);
00068 }
00069 
00070 void WeaponDelay::weaponCallback(
00071                         ScorchedContext &context,
00072                         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity,
00073                         unsigned int userData)
00074 {
00075         delayedWeapon_->fireWeapon(context, weaponContext, position, velocity);
00076 }

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