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00020
00021 #include <weapons/WeaponSelectPosition.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <tank/TankContainer.h>
00024 #include <tank/TankState.h>
00025 #include <tank/TankPosition.h>
00026 #include <landscapemap/LandscapeMaps.h>
00027
00028 REGISTER_ACCESSORY_SOURCE(WeaponSelectPosition);
00029
00030 WeaponSelectPosition::WeaponSelectPosition()
00031 {
00032
00033 }
00034
00035 WeaponSelectPosition::~WeaponSelectPosition()
00036 {
00037
00038 }
00039
00040 bool WeaponSelectPosition::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00041 {
00042 if (!Weapon::parseXML(context, accessoryNode)) return false;
00043
00044
00045 XMLNode *subNode = 0;
00046 if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00047
00048
00049 AccessoryPart *accessory = context.getAccessoryStore().
00050 createAccessoryPart(context, parent_, subNode);
00051 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00052 {
00053 return subNode->returnError("Failed to find sub weapon, not a weapon");
00054 }
00055 aimedWeapon_ = (Weapon*) accessory;
00056
00057 return true;
00058 }
00059
00060 void WeaponSelectPosition::fireWeapon(ScorchedContext &context,
00061 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00062 {
00063
00064
00065
00066 Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00067 if (tank && tank->getState().getState() == TankState::sNormal)
00068 {
00069 FixedVector newPosition;
00070 newPosition[0] = fixed(tank->getPosition().getSelectPositionX());
00071 newPosition[1] = fixed(tank->getPosition().getSelectPositionY());
00072 newPosition[2] = context.getLandscapeMaps().getGroundMaps().getHeight(
00073 tank->getPosition().getSelectPositionX(),
00074 tank->getPosition().getSelectPositionY());
00075
00076 aimedWeapon_->fireWeapon(context, weaponContext, newPosition, velocity);
00077 }
00078 }
00079