//////////////////////////////////////////////////////////////////////////////// // 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 REGISTER_ACCESSORY_SOURCE(WeaponRandomChoice); WeaponRandomChoice::WeaponRandomChoice() : totalWeight_(0) { } WeaponRandomChoice::~WeaponRandomChoice() { } bool WeaponRandomChoice::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; for (int i=1;;i++) { // Get the next weaponchoice char buffer[128]; snprintf(buffer, 128, "weaponchoice%i", i); XMLNode *subNode = 0; accessoryNode->getNamedChild(buffer, subNode, false); if (!subNode) break; // Get the weight int weight = 0; if (!subNode->getNamedChild("weight", weight)) return false; // Get the weapon XMLNode *weaponNode = 0; if (!subNode->getNamedChild("weapon", weaponNode)) return false; AccessoryPart *accessory = store->createAccessoryPart(context, parent_, weaponNode); if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon) { return weaponNode->returnError("Failed to find sub weapon, not a weapon"); } Weapon *weapon = (Weapon*) accessory; // Add this entry WeaponWeight weaponWeight = { weight, weapon }; weaponsChoice_.push_back(weaponWeight); totalWeight_ += weight; // Check the node is empty if (!subNode->failChildren()) return false; } if (weaponsChoice_.empty()) { return accessoryNode->returnError( "Must provide at least one random choice"); } return accessoryNode->failChildren(); } void WeaponRandomChoice::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { int randWeight = rand() % totalWeight_; int currentWeight = 0; std::list::iterator itor; for (itor = weaponsChoice_.begin(); itor != weaponsChoice_.end(); itor++) { WeaponWeight &weightEntry = *itor; currentWeight += weightEntry.weight; if (currentWeight >= randWeight) { Weapon *weapon = weightEntry.weapon; weapon->fireWeapon(context, playerId, position, velocity, data); break; } } }