WeaponTranslate.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/WeaponTranslate.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 
00025 REGISTER_ACCESSORY_SOURCE(WeaponTranslate);
00026 
00027 WeaponTranslate::WeaponTranslate() :
00028         translateDist_(0), nextAction_(0)
00029 {
00030 
00031 }
00032 
00033 WeaponTranslate::~WeaponTranslate()
00034 {
00035 
00036 }
00037 
00038 bool WeaponTranslate::parseXML(AccessoryCreateContext &context,XMLNode *accessoryNode)
00039 {
00040         if (!Weapon::parseXML(context, accessoryNode)) return false;
00041 
00042         if (!accessoryNode->getNamedChild("translatedist", translateDist_)) return false;
00043 
00044         XMLNode *subNode = 0;
00045         if (!accessoryNode->getNamedChild("nextaction", 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 
00055         nextAction_ = (Weapon*) accessory;
00056 
00057         return true;
00058 }
00059 
00060 void WeaponTranslate::fireWeapon(ScorchedContext &context,
00061         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00062 {
00063         FixedVector newVelocity = velocity.Normalize() * translateDist_.getValue(context);
00064         FixedVector newPosition = position + newVelocity;
00065         
00066         nextAction_->fireWeapon(context, weaponContext, newPosition, velocity);
00067         
00068 }
00069 

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