//////////////////////////////////////////////////////////////////////////////// // 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 #include #include #include #include #include #include PlacementObjectTarget::PlacementObjectTarget() { } PlacementObjectTarget::~PlacementObjectTarget() { } bool PlacementObjectTarget::readXML(XMLNode *node) { if (!targetDef_.readXML(node, ".")) return false; if (!groups_.readXML(node)) return false; return PlacementObject::readXML(node); } void PlacementObjectTarget::createObject(ScorchedContext &context, RandomGenerator &generator, unsigned int &playerId, PlacementType::Position &position) { ++playerId; Target *target = targetDef_.createTarget( playerId, position.position, context, generator); context.targetContainer->addTarget(target); context.landscapeMaps->getGroundMaps().getObjects().getShadows().push_back( PlacementShadowDefinition::Entry( &targetDef_.getShadow(), position.position, targetDef_.getSize())); groups_.addToGroups(context, &target->getGroup(), false); }