WeaponMulti.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/WeaponMulti.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <common/Defines.h>
00024 
00025 REGISTER_ACCESSORY_SOURCE(WeaponMulti);
00026 
00027 WeaponMulti::WeaponMulti()
00028 {
00029 
00030 }
00031 
00032 WeaponMulti::~WeaponMulti()
00033 {
00034 
00035 }
00036 
00037 bool WeaponMulti::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00038 {
00039         if (!Weapon::parseXML(context, accessoryNode)) return false;
00040 
00041         for (int i=1;;i++)
00042         {
00043                 // Get the next weapon
00044                 char buffer[128];
00045                 snprintf(buffer, 128, "subweapon%i", i);
00046                 XMLNode *subNode = 0;
00047                 accessoryNode->getNamedChild(buffer, subNode, false);
00048                 if (!subNode) break;
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                 subWeapons_.push_back((Weapon*) accessory);
00058         }
00059 
00060         return true;
00061 }
00062 
00063 void WeaponMulti::fireWeapon(ScorchedContext &context,
00064         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00065 {
00066         std::list<Weapon *>::iterator itor;
00067         for (itor = subWeapons_.begin();
00068                  itor != subWeapons_.end();
00069                  itor++)
00070         {
00071                 Weapon *weapon = *itor;
00072                 weapon->fireWeapon(context, weaponContext, position, velocity);
00073         }
00074 }

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