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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
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
00066 TargetGroupsSetEntry *groupEntry = context.getLandscapeMaps().getGroundMaps().getGroups().
00067 getGroup(groupName_.c_str());
00068 if (!groupEntry) return;
00069
00070
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