//////////////////////////////////////////////////////////////////////////////// // 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 #include #include <3dsparse/ModelStore.h> #include #include #include PlacementObjectModel::PlacementObjectModel() { } PlacementObjectModel::~PlacementObjectModel() { } bool PlacementObjectModel::readXML(XMLNode *node) { if (!definition_.readXML(node, ".")) return false; if (!groups_.readXML(node)) return false; return PlacementObject::readXML(node); } void PlacementObjectModel::createObject(ScorchedContext &context, RandomGenerator &generator, unsigned int &playerId, PlacementType::Position &position) { LandscapeObjectsEntryModel *modelEntry = definition_.createModel(position.position, context, generator); context.landscapeMaps->getGroundMaps().getObjects().addObject( (unsigned int) position.position[0], (unsigned int) position.position[1], modelEntry); context.landscapeMaps->getGroundMaps().getObjects().getShadows().push_back( PlacementShadowDefinition::Entry( &definition_.getShadow(), position.position, definition_.getSize())); groups_.addToGroups(context, modelEntry, false); }