WeaponTypeAction.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/WeaponTypeAction.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <engine/ActionController.h>
00024 #include <tank/TankContainer.h>
00025 #include <tank/TankModelContainer.h>
00026 
00027 REGISTER_ACCESSORY_SOURCE(WeaponTypeAction);
00028 
00029 WeaponTypeAction::WeaponTypeAction()
00030 {
00031 }
00032 
00033 WeaponTypeAction::~WeaponTypeAction()
00034 {
00035 }
00036 
00037 bool WeaponTypeAction::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00038 {
00039         if (!Weapon::parseXML(context, accessoryNode)) return false;
00040 
00041         std::list<XMLNode *> children = accessoryNode->getChildren(); // Copy
00042         std::list<XMLNode *>::iterator itor;
00043         for (itor = children.begin();
00044                 itor != children.end();
00045                 itor++)
00046         {
00047                 XMLNode *node = (*itor);
00048 
00049                 XMLNode *tmpNode = 0;
00050                 accessoryNode->getNamedChild(node->getName(), tmpNode); // Just to remove child
00051 
00052                 // Check next weapon is correct type
00053                 AccessoryPart *accessory = context.getAccessoryStore().
00054                         createAccessoryPart(context, parent_, node);
00055                 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00056                 {
00057                         return node->returnError("Failed to find sub weapon, not a weapon");
00058                 }
00059                 actions_[node->getName()] = (Weapon*) accessory;
00060         }
00061 
00062         if (actions_.empty())
00063         {
00064                 return accessoryNode->returnError("No actions defined");
00065         }
00066 
00067         return true;
00068 }
00069 
00070 void WeaponTypeAction::fireWeapon(ScorchedContext &context,
00071         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00072 {
00073         context.getActionController().addAction(
00074                 new CallbackWeapon("WeaponTypeAction", this, 0, 0, 
00075                         weaponContext, position, velocity));
00076 }
00077 
00078 void WeaponTypeAction::weaponCallback(
00079         ScorchedContext &context,
00080         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity,
00081         unsigned int userData)
00082 {
00083         Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00084         if (!tank) return;
00085 
00086         std::map<std::string, Weapon *>::iterator itor = 
00087                 actions_.find(tank->getModelContainer().getTankTypeName());
00088         if (itor == actions_.end()) return;
00089 
00090         Weapon *action = (*itor).second;
00091         if (action)
00092         {
00093                 action->fireWeapon(context, weaponContext, position, velocity);
00094         }
00095 }
00096 

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