//////////////////////////////////////////////////////////////////////////////// // 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 #include REGISTER_ACCESSORY_SOURCE(WeaponTeamAction); WeaponTeamAction::WeaponTeamAction() { } WeaponTeamAction::~WeaponTeamAction() { } bool WeaponTeamAction::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { if (!Weapon::parseXML(context, store, accessoryNode)) return false; bool actions = false; for (int i=0; i<5; i++) { action_[i] = 0; XMLNode *subNode = 0; if (accessoryNode->getNamedChild(formatString("team%i", i), subNode, 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"); } action_[i] = (Weapon*) accessory; actions = true; } } if (!actions) { return accessoryNode->returnError("No actions defined"); } return true; } void WeaponTeamAction::fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data) { context.actionController->addAction( new CallbackWeapon(this, 0.0f, 0, playerId, position, velocity, data)); } void WeaponTeamAction::weaponCallback( ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data, unsigned int userData) { Tank *tank = context.tankContainer->getTankById(playerId); if (!tank) return; Weapon *action = action_[tank->getTeam()]; if (action) { action->fireWeapon(context, playerId, position, velocity, data); } }