WeaponScript.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/WeaponScript.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <common/Defines.h>
00024 #include <lua/LUAScriptFactory.h>
00025 #include <lua/LUAScript.h>
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponScript);
00028 
00029 WeaponScript::WeaponScript() :
00030         script_(0)
00031 {
00032 
00033 }
00034 
00035 WeaponScript::~WeaponScript()
00036 {
00037         delete script_;
00038         script_ = 0;
00039 }
00040 
00041 bool WeaponScript::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00042 {
00043         if (!Weapon::parseXML(context, accessoryNode)) return false;
00044 
00045         std::string filename;
00046         if (!accessoryNode->getNamedChild("filename", filename)) return false;
00047         if (!accessoryNode->getNamedChild("entrypoint", entrypoint_)) return false;
00048 
00049         std::string luaErrorString;
00050         script_ = context.getScorchedContext().getLUAScriptFactory().createScript();
00051         script_->addWeaponFunctions();
00052         if (!script_->loadFromFile(S3D::getDataFile(filename), luaErrorString))
00053         {
00054                 return accessoryNode->returnError(
00055                         S3D::formatStringBuffer("Failed to load lua script %s : %s", 
00056                         filename.c_str(), luaErrorString.c_str()));
00057         }
00058         script_->setWeapon(this);
00059 
00060         XMLNode *variable;
00061         while (accessoryNode->getNamedChild("variable", variable, false))
00062         {
00063                 std::string name;
00064                 fixed value;
00065                 if (!variable->getNamedChild("name", name)) return false;
00066                 if (!variable->getNamedChild("value", value)) return false;
00067 
00068                 script_->setGlobal(name, value);
00069         }
00070 
00071         return accessoryNode->failChildren();
00072 }
00073 
00074 void WeaponScript::fireWeapon(ScorchedContext &context,
00075         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00076 {
00077         fixed fPlayerId(true, weaponContext.getPlayerId());
00078 
00079         script_->startFunction(entrypoint_);
00080         script_->addNumberParameter(fPlayerId);
00081         script_->addVectorParameter(position);
00082         script_->addVectorParameter(velocity);
00083         script_->endFunction(3);
00084 }

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