//////////////////////////////////////////////////////////////////////////////// // 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 PlacementObjectRandom::PlacementObjectRandom() : totalWeight_(0.0f) { } PlacementObjectRandom::~PlacementObjectRandom() { } bool PlacementObjectRandom::readXML(XMLNode *initialNode) { XMLNode *node; while (initialNode->getNamedChild("randomobject", node, false)) { RandomObject randomObject; // Get the weight randomObject.weight = 1.0f; node->getNamedChild("weight", randomObject.weight, false); totalWeight_ += randomObject.weight; // Get the object std::string objecttype; XMLNode *objectNode; if (!node->getNamedChild("object", objectNode)) return false; if (!objectNode->getNamedParameter("type", objecttype)) return false; if (!(randomObject.object = PlacementObject::create(objecttype.c_str()))) return false; if (!randomObject.object->readXML(objectNode)) return false; objects_.push_back(randomObject); } if (!node->failChildren()) return false; return PlacementObject::readXML(node); } void PlacementObjectRandom::createObject(ScorchedContext &context, RandomGenerator &generator, unsigned int &playerId, PlacementType::Position &position) { float totalWeight = generator.getRandFloat() * totalWeight_; float currentWeight = 0.0f; std::vector::iterator itor; for (itor = objects_.begin(); itor != objects_.end(); itor++) { RandomObject &object = (*itor); currentWeight += object.weight; if (currentWeight > totalWeight) { PlacementObject *entry = object.object; entry->createObject(context, generator, playerId, position); break; } } }