git-svn-id: https://scorched3d.svn.sourceforge.net/svnroot/scorched3d/trunk/scorched...
[scorched3d/parasti.git] / src / common / weapons / WeaponGroupSelect.cpp
blob9d14742edfdc62afb55a185129de323f3beca055
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/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;
47 XMLNode *subNode = 0;
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;
59 return true;
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;
70 // Select the object
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);