WeaponInvokeWeapon.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/WeaponInvokeWeapon.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <common/Defines.h>
00024 
00025 std::set<Weapon *> WeaponInvokeWeapon::weaponStack_;
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponInvokeWeapon);
00028 
00029 WeaponInvokeWeapon::WeaponInvokeWeapon() :
00030         invokeWeapon_(0)
00031 {
00032 
00033 }
00034 
00035 WeaponInvokeWeapon::~WeaponInvokeWeapon()
00036 {
00037 
00038 }
00039 
00040 bool WeaponInvokeWeapon::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00041 {
00042         if (!Weapon::parseXML(context, accessoryNode)) return false;
00043 
00044         std::string invoke;
00045         if (!accessoryNode->getNamedChild("invoke", invoke)) return false;
00046         Accessory *accessory = context.getAccessoryStore().
00047                 findByPrimaryAccessoryName(invoke.c_str());
00048         if (!accessory)
00049         {
00050                 return accessoryNode->returnError(
00051                         S3D::formatStringBuffer("Failed to find accessory named %s",
00052                                 invoke.c_str()));
00053         }
00054 
00055         AccessoryPart *accessoryPart = accessory->getAction();
00056         if (!accessoryPart || accessoryPart->getType() != AccessoryPart::AccessoryWeapon)
00057         {
00058                 return accessoryNode->returnError("Failed to find sub weapon, not a weapon");
00059         }
00060         invokeWeapon_ = (Weapon*) accessoryPart;
00061 
00062         return accessoryNode->failChildren();
00063 }
00064 
00065 void WeaponInvokeWeapon::fireWeapon(ScorchedContext &context,
00066         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00067 {
00068         if (weaponStack_.find(invokeWeapon_) != weaponStack_.end())
00069         {
00070                 S3D::dialogExit("Scorched3D", S3D::formatStringBuffer(
00071                         "WeaponInvokeWeapon recursive called for weapon %s",
00072                         invokeWeapon_->getParent()->getName()));
00073         }
00074     
00075         weaponStack_.insert(invokeWeapon_);
00076         invokeWeapon_->fireWeapon(context, weaponContext, position, velocity);
00077         weaponStack_.erase(invokeWeapon_);
00078 }

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