WeaponTankVelocity.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/WeaponTankVelocity.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <tank/TankContainer.h>
00024 #include <tank/TankState.h>
00025 #include <tank/TankPosition.h>
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponTankVelocity);
00028 
00029 WeaponTankVelocity::WeaponTankVelocity()
00030 {
00031 
00032 }
00033 
00034 WeaponTankVelocity::~WeaponTankVelocity()
00035 {
00036 
00037 }
00038 
00039 bool WeaponTankVelocity::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00040 {
00041         if (!Weapon::parseXML(context, accessoryNode)) return false;
00042 
00043         // Get the next weapon
00044         XMLNode *subNode = 0;
00045         if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00046 
00047         // Check next weapon is correct type
00048         AccessoryPart *accessory = context.getAccessoryStore().
00049                 createAccessoryPart(context, parent_, subNode);
00050         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00051         {
00052                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00053         }
00054         aimedWeapon_ = (Weapon*) accessory;
00055 
00056         return true;
00057 }
00058 
00059 void WeaponTankVelocity::fireWeapon(ScorchedContext &context,
00060         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00061 {
00062         Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00063         if (tank && tank->getState().getState() == TankState::sNormal)
00064         {
00065                 FixedVector newVelocity = tank->getPosition().getVelocityVector();
00066                 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);
00067         }
00068 }
00069 

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