1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
4 // This file is part of Scorched3D.
6 // Scorched3D is free software; you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation; either version 2 of the License, or
9 // (at your option) any later version.
11 // Scorched3D is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with Scorched3D; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 ////////////////////////////////////////////////////////////////////////////////
21 #include <weapons/WeaponCenterPosition.h>
22 #include <weapons/AccessoryStore.h>
23 #include <landscapemap/LandscapeMaps.h>
24 #include <landscapedef/LandscapeTex.h>
25 #include <engine/ActionController.h>
27 REGISTER_ACCESSORY_SOURCE(WeaponCenterPosition
);
29 WeaponCenterPosition::WeaponCenterPosition() :
35 WeaponCenterPosition::~WeaponCenterPosition()
40 bool WeaponCenterPosition::parseXML(AccessoryCreateContext
&context
, XMLNode
*accessoryNode
)
42 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
44 if (!accessoryNode
->getNamedChild("height", height_
)) return false;
47 if (!accessoryNode
->getNamedChild("nextaction", subNode
)) return false;
49 // Check next weapon is correct type
50 AccessoryPart
*accessory
= context
.getAccessoryStore().
51 createAccessoryPart(context
, parent_
, subNode
);
52 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
54 return subNode
->returnError("Failed to find sub weapon, not a weapon");
56 nextAction_
= (Weapon
*) accessory
;
61 void WeaponCenterPosition::fireWeapon(ScorchedContext
&context
,
62 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&velocity
)
64 int arenaX
= context
.getLandscapeMaps().getGroundMaps().getArenaX();
65 int arenaY
= context
.getLandscapeMaps().getGroundMaps().getArenaY();
66 int arenaWidth
= context
.getLandscapeMaps().getGroundMaps().getArenaWidth();
67 int arenaHeight
= context
.getLandscapeMaps().getGroundMaps().getArenaHeight();
69 FixedVector newPositon
= position
;
70 newPositon
[0] = (arenaWidth
/ 2) + arenaX
;
71 newPositon
[1] = (arenaHeight
/ 2) + arenaY
;
72 newPositon
[2] = height_
.getValue(context
);
74 nextAction_
->fireWeapon(context
, weaponContext
, newPositon
, velocity
);