//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include PlacementObjectGroup::PlacementObjectGroup() { } PlacementObjectGroup::~PlacementObjectGroup() { } bool PlacementObjectGroup::readXML(XMLNode *initialNode) { XMLNode *node; while (initialNode->getNamedChild("groupobject", node, false)) { GroupObject groupObject; if (!node->getNamedChild("offset", groupObject.offset)) return false; std::string objecttype; XMLNode *objectNode; if (!node->getNamedChild("object", objectNode)) return false; if (!objectNode->getNamedParameter("type", objecttype)) return false; if (!(groupObject.object = PlacementObject::create(objecttype.c_str()))) return false; if (!groupObject.object->readXML(objectNode)) return false; groups_.push_back(groupObject); } if (!node->failChildren()) return false; return PlacementObject::readXML(node); } void PlacementObjectGroup::createObject(ScorchedContext &context, RandomGenerator &generator, unsigned int &playerId, PlacementType::Position &position) { std::list::iterator itor; for (itor = groups_.begin(); itor != groups_.end(); itor++) { GroupObject &groupObject = (*itor); PlacementType::Position newPosition = position; newPosition.position += groupObject.offset; groupObject.object->createObject(context, generator, playerId, newPosition); } }