WeaponLabel.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/WeaponLabel.h>
00022 #include <weapons/AccessoryStore.h>
00023 
00024 REGISTER_ACCESSORY_SOURCE(WeaponLabel);
00025 
00026 WeaponLabel::WeaponLabel()
00027 {
00028 
00029 }
00030 
00031 WeaponLabel::~WeaponLabel()
00032 {
00033 
00034 }
00035 
00036 bool WeaponLabel::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00037 {
00038         if (!Weapon::parseXML(context, accessoryNode)) return false;
00039 
00040         // Get the label
00041         std::string label;
00042         if (!accessoryNode->getNamedChild("label", label)) return false;
00043 
00044         context.addLabel(label.c_str(), this);
00045 
00046         // Get the next weapon
00047         XMLNode *subNode = 0;
00048         if (!accessoryNode->getNamedChild("nextweapon", 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         nextWeapon_ = (Weapon*) accessory;
00058 
00059         context.removeLabel(label.c_str());
00060 
00061         return true;
00062 }
00063 
00064 void WeaponLabel::fireWeapon(ScorchedContext &context,
00065         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00066 {
00067         nextWeapon_->fireWeapon(context, weaponContext, position, velocity);
00068 }

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