//////////////////////////////////////////////////////////////////////////////// // 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 REGISTER_ACCESSORY_SOURCE(WeaponCenterPosition); WeaponCenterPosition::WeaponCenterPosition() : nextAction_(0) { } WeaponCenterPosition::~WeaponCenterPosition() { } bool WeaponCenterPosition::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; if (!accessoryNode->getNamedChild("height", height_)) return false; XMLNode *subNode = 0; if (!accessoryNode->getNamedChild("nextaction", subNode)) return false; // Check next weapon is correct type AccessoryPart *accessory = store->createAccessoryPart(context, parent_, subNode); if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon) { return subNode->returnError("Failed to find sub weapon, not a weapon"); } nextAction_ = (Weapon*) accessory; return true; } void WeaponCenterPosition::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { int mapWidth = context.landscapeMaps->getGroundMaps().getMapWidth(); int mapHeight = context.landscapeMaps->getGroundMaps().getMapHeight(); Vector newPositon = position; newPositon[0] = mapWidth / 2.0f; newPositon[1] = mapHeight / 2.0f; newPositon[2] = height_; nextAction_->fireWeapon(context, playerId, newPositon, velocity, data); }