WeaponTeamAction.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/WeaponTeamAction.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 #include <tank/TankContainer.h>
00025 
00026 REGISTER_ACCESSORY_SOURCE(WeaponTeamAction);
00027 
00028 WeaponTeamAction::WeaponTeamAction()
00029 {
00030 }
00031 
00032 WeaponTeamAction::~WeaponTeamAction()
00033 {
00034 }
00035 
00036 bool WeaponTeamAction::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00037 {
00038         if (!Weapon::parseXML(context, accessoryNode)) return false;
00039 
00040         bool actions = false;
00041         for (int i=0; i<5; i++)
00042         {
00043                 action_[i] = 0;
00044 
00045                 XMLNode *subNode = 0;
00046                 std::string nodeName = S3D::formatStringBuffer("team%i", i);
00047                 if (accessoryNode->getNamedChild(nodeName.c_str(), subNode, false))
00048                 {
00049                         // Check next weapon is correct type
00050                         AccessoryPart *accessory = context.getAccessoryStore().
00051                                 createAccessoryPart(context, parent_, subNode);
00052                         if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00053                         {
00054                                 return subNode->returnError("Failed to find sub weapon, not a weapon");
00055                         }
00056                         action_[i] = (Weapon*) accessory;
00057                         actions = true;
00058                 }
00059         }
00060 
00061         if (!actions)
00062         {
00063                 return accessoryNode->returnError("No actions defined");
00064         }
00065 
00066         return true;
00067 }
00068 
00069 void WeaponTeamAction::fireWeapon(ScorchedContext &context,
00070         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00071 {
00072         context.getActionController().addAction(
00073                 new CallbackWeapon("WeaponTeamAction", this, 0, 0, 
00074                         weaponContext, position, velocity));
00075 }
00076 
00077 void WeaponTeamAction::weaponCallback(
00078         ScorchedContext &context,
00079         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity,
00080         unsigned int userData)
00081 {
00082         Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00083         if (!tank) return;
00084 
00085         Weapon *action = action_[tank->getTeam()];
00086         if (action)
00087         {
00088                 action->fireWeapon(context, weaponContext, position, velocity);
00089         }
00090 }
00091 

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