//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // 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 REGISTER_ACCESSORY_SOURCE(WeaponReference); WeaponReference::WeaponReference() { } WeaponReference::~WeaponReference() { } bool WeaponReference::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; // Get the next weapon std::string subNode; if (!accessoryNode->getNamedChild("weapon", subNode)) return false; // Find the accessory name std::map &nodes = store->getParsingNodes(); std::map::iterator finditor = nodes.find(subNode.c_str()); if (finditor == nodes.end()) { dialogMessage("WeaponReference", formatString( "Failed to find weapon \"%s\"", subNode.c_str())); return false; } XMLNode *weaponNode = (*finditor).second; weaponNode->resurrectRemovedChildren(); // Action XMLNode *actionNode = 0; if (!weaponNode->getNamedChild("accessoryaction", actionNode)) return false; // Create the new weapon AccessoryPart *accessory = store->createAccessoryPart(context, parent_, actionNode); if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon) { dialogMessage("Accessory", formatString( "Failed to find create weapon/wrong type \"%s\"", subNode.c_str())); return false; } refWeapon_ = (Weapon*) accessory; return true; } void WeaponReference::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { refWeapon_->fireWeapon(context, playerId, position, velocity, data); }