WeaponSound.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/WeaponSound.h>
00022 #include <engine/ActionController.h>
00023 #include <actions/SoundAction.h>
00024 #include <common/Defines.h>
00025 #include <stdlib.h>
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponSound);
00028 
00029 WeaponSound::WeaponSound() : 
00030         gain_(1), relative_(false),
00031         rolloff_(1), referenceDistance_(75)
00032 {
00033 
00034 }
00035 
00036 WeaponSound::~WeaponSound()
00037 {
00038 
00039 }
00040 
00041 const char *WeaponSound::getSound()
00042 {
00043         std::string &sound = sounds_[rand() % sounds_.size()];
00044         return sound.c_str();
00045 }
00046 
00047 bool WeaponSound::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00048 {
00049         if (!Weapon::parseXML(context, accessoryNode)) return false;
00050 
00051         std::string sound;
00052         while (accessoryNode->getNamedChild("sound", sound, false))
00053         {
00054                 if (!S3D::checkDataFile(sound.c_str())) return false;
00055                 sounds_.push_back(sound);
00056         }
00057         accessoryNode->getNamedChild("gain", gain_, false);
00058         accessoryNode->getNamedChild("rolloff", rolloff_, false);
00059         accessoryNode->getNamedChild("referencedistance", referenceDistance_, false);
00060         accessoryNode->getNamedChild("relative", relative_, false);
00061         return true;
00062 }
00063 
00064 void WeaponSound::fireWeapon(ScorchedContext &context,
00065         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00066 {
00067         context.getActionController().addAction(
00068                 new SoundAction(position, this));
00069 }

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