//////////////////////////////////////////////////////////////////////////////// // 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 std::set WeaponInvokeWeapon::weaponStack_; REGISTER_ACCESSORY_SOURCE(WeaponInvokeWeapon); WeaponInvokeWeapon::WeaponInvokeWeapon() : invokeWeapon_(0) { } WeaponInvokeWeapon::~WeaponInvokeWeapon() { } bool WeaponInvokeWeapon::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; std::string invoke; if (!accessoryNode->getNamedChild("invoke", invoke)) return false; Accessory *accessory = store->findByPrimaryAccessoryName(invoke.c_str()); if (!accessory) { return accessoryNode->returnError( formatString("Failed to find accessory named %s", invoke.c_str())); } AccessoryPart *accessoryPart = accessory->getAction(); if (!accessoryPart || accessoryPart->getType() != AccessoryPart::AccessoryWeapon) { return accessoryNode->returnError("Failed to find sub weapon, not a weapon"); } invokeWeapon_ = (Weapon*) accessoryPart; return accessoryNode->failChildren(); } void WeaponInvokeWeapon::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { if (weaponStack_.find(invokeWeapon_) != weaponStack_.end()) { dialogExit("Scorched3D", formatString( "WeaponInvokeWeapon recursive called for weapon %s", invokeWeapon_->getParent()->getName())); } weaponStack_.insert(invokeWeapon_); invokeWeapon_->fireWeapon(context, playerId, position, velocity, data); weaponStack_.erase(invokeWeapon_); }