WeaponTankPosition.cpp

Go to the documentation of this file.
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/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         // Get the next weapon
00045         XMLNode *subNode = 0;
00046         if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00047 
00048         // Check next weapon is correct type
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         // This weapon re-centers the current shot on the firing tank.
00066         // This can be used for firing from a moving tank
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 

Generated on Mon Feb 16 15:14:52 2009 for Scorched3D by  doxygen 1.5.3