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00020
00021 #include <weapons/WeaponTankPosition.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <tank/TankContainer.h>
00024 #include <tank/TankState.h>
00025 #include <tank/TankPosition.h>
00026 #include <target/TargetLife.h>
00027
00028 REGISTER_ACCESSORY_SOURCE(WeaponTankPosition);
00029
00030 WeaponTankPosition::WeaponTankPosition() : sightPos_(false)
00031 {
00032
00033 }
00034
00035 WeaponTankPosition::~WeaponTankPosition()
00036 {
00037
00038 }
00039
00040 bool WeaponTankPosition::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 accessoryNode->getNamedChild("sightpos", sightPos_, false);
00058
00059 return true;
00060 }
00061
00062 void WeaponTankPosition::fireWeapon(ScorchedContext &context,
00063 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00064 {
00065
00066
00067
00068 Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00069 if (tank && tank->getState().getState() == TankState::sNormal)
00070 {
00071 FixedVector newPosition = tank->getLife().getTargetPosition();
00072 if (sightPos_)
00073 {
00074 newPosition = tank->getPosition().getTankGunPosition();
00075 }
00076
00077 aimedWeapon_->fireWeapon(context, weaponContext, newPosition, velocity);
00078 }
00079 }
00080