WeaponGroupSelect.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/WeaponGroupSelect.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 #include <landscapemap/LandscapeMaps.h>
00025 #include <landscapedef/LandscapeTex.h>
00026 #include <target/Target.h>
00027 #include <target/TargetLife.h>
00028 
00029 REGISTER_ACCESSORY_SOURCE(WeaponGroupSelect);
00030 
00031 WeaponGroupSelect::WeaponGroupSelect()
00032 {
00033 
00034 }
00035 
00036 WeaponGroupSelect::~WeaponGroupSelect()
00037 {
00038 
00039 }
00040 
00041 bool WeaponGroupSelect::parseXML(AccessoryCreateContext &context,XMLNode *accessoryNode)
00042 {
00043         if (!Weapon::parseXML(context, accessoryNode)) return false;
00044 
00045         if (!accessoryNode->getNamedChild("groupname", groupName_)) return false;
00046 
00047         XMLNode *subNode = 0;
00048         if (!accessoryNode->getNamedChild("nextaction", subNode)) return false;
00049         
00050         // Check next weapon is correct type
00051         AccessoryPart *accessory = context.getAccessoryStore().
00052                 createAccessoryPart(context, parent_, subNode);
00053         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00054         {
00055                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00056         }
00057         nextAction_ = (Weapon*) accessory;
00058 
00059         return true;
00060 }
00061 
00062 void WeaponGroupSelect::fireWeapon(ScorchedContext &context,
00063         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00064 {
00065         // Find the group to select the objects in
00066         TargetGroupsSetEntry *groupEntry = context.getLandscapeMaps().getGroundMaps().getGroups().
00067                 getGroup(groupName_.c_str());
00068         if (!groupEntry) return;
00069 
00070         // Select the object
00071         int objectCount = groupEntry->getObjectCount();
00072         if (objectCount == 0) return;
00073         unsigned int object = context.getActionController().getRandom().getRandUInt() % objectCount;
00074         TargetGroup *entry = groupEntry->getObjectByPos(object);
00075 
00076         FixedVector newPosition = entry->getTarget()->getLife().getTargetPosition();
00077         FixedVector newVelocity = entry->getTarget()->getLife().getVelocity();
00078 
00079         nextAction_->fireWeapon(context, weaponContext, newPosition, newVelocity);
00080 }
00081 

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