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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
00043 XMLNode *subNode = 0;
00044 if (!accessoryNode->getNamedChild("delayedweapon", subNode)) return false;
00045
00046
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 }