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/WeaponGroupSelect.h>
22 #include <weapons/AccessoryStore.h>
23 #include <engine/ActionController.h>
24 #include <landscapemap/LandscapeMaps.h>
25 #include <landscapedef/LandscapeTex.h>
26 #include <target/Target.h>
27 #include <target/TargetLife.h>
29 REGISTER_ACCESSORY_SOURCE(WeaponGroupSelect
);
31 WeaponGroupSelect::WeaponGroupSelect()
36 WeaponGroupSelect::~WeaponGroupSelect()
41 bool WeaponGroupSelect::parseXML(AccessoryCreateContext
&context
,XMLNode
*accessoryNode
)
43 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
45 if (!accessoryNode
->getNamedChild("groupname", groupName_
)) return false;
48 if (!accessoryNode
->getNamedChild("nextaction", subNode
)) return false;
50 // Check next weapon is correct type
51 AccessoryPart
*accessory
= context
.getAccessoryStore().
52 createAccessoryPart(context
, parent_
, subNode
);
53 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
55 return subNode
->returnError("Failed to find sub weapon, not a weapon");
57 nextAction_
= (Weapon
*) accessory
;
62 void WeaponGroupSelect::fireWeapon(ScorchedContext
&context
,
63 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&velocity
)
65 // Find the group to select the objects in
66 TargetGroupsSetEntry
*groupEntry
= context
.getLandscapeMaps().getGroundMaps().getGroups().
67 getGroup(groupName_
.c_str());
68 if (!groupEntry
) return;
71 int objectCount
= groupEntry
->getObjectCount();
72 if (objectCount
== 0) return;
73 unsigned int object
= context
.getActionController().getRandom().getRandUInt() % objectCount
;
74 TargetGroup
*entry
= groupEntry
->getObjectByPos(object
);
76 FixedVector newPosition
= entry
->getTarget()->getLife().getTargetPosition();
77 FixedVector newVelocity
= entry
->getTarget()->getLife().getVelocity();
79 nextAction_
->fireWeapon(context
, weaponContext
, newPosition
, newVelocity
);