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[scorched3d/parasti.git] / src / common / weapons / WeaponCenterPosition.cpp
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1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
3 //
4 // This file is part of Scorched3D.
5 //
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() :
30 nextAction_(0)
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;
46 XMLNode *subNode = 0;
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;
58 return true;
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);