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/WeaponRandomChoice.h>
22 #include <weapons/AccessoryStore.h>
23 #include <engine/ActionController.h>
24 #include <common/Defines.h>
27 REGISTER_ACCESSORY_SOURCE(WeaponRandomChoice
);
29 WeaponRandomChoice::WeaponRandomChoice() :
34 WeaponRandomChoice::~WeaponRandomChoice()
38 bool WeaponRandomChoice::parseXML(AccessoryCreateContext
&context
, XMLNode
*accessoryNode
)
40 if (!Weapon::parseXML(context
, accessoryNode
)) return false;
44 // Get the next weaponchoice
46 snprintf(buffer
, 128, "weaponchoice%i", i
);
48 accessoryNode
->getNamedChild(buffer
, subNode
, false);
53 if (!subNode
->getNamedChild("weight", weight
)) return false;
56 XMLNode
*weaponNode
= 0;
57 if (!subNode
->getNamedChild("weapon", weaponNode
)) return false;
58 AccessoryPart
*accessory
= context
.getAccessoryStore().
59 createAccessoryPart(context
, parent_
, weaponNode
);
60 if (!accessory
|| accessory
->getType() != AccessoryPart::AccessoryWeapon
)
62 return weaponNode
->returnError("Failed to find sub weapon, not a weapon");
64 Weapon
*weapon
= (Weapon
*) accessory
;
67 WeaponWeight weaponWeight
= { weight
, weapon
};
68 weaponsChoice_
.push_back(weaponWeight
);
69 totalWeight_
+= weight
;
71 // Check the node is empty
72 if (!subNode
->failChildren()) return false;
75 if (weaponsChoice_
.empty())
77 return accessoryNode
->returnError(
78 "Must provide at least one random choice");
81 return accessoryNode
->failChildren();
84 void WeaponRandomChoice::fireWeapon(ScorchedContext
&context
,
85 WeaponFireContext
&weaponContext
, FixedVector
&position
, FixedVector
&velocity
)
87 RandomGenerator
&random
= context
.getActionController().getRandom();
88 unsigned int randWeight
= random
.getRandUInt() % totalWeight_
;
89 unsigned int currentWeight
= 0;
91 std::list
<WeaponWeight
>::iterator itor
;
92 for (itor
= weaponsChoice_
.begin();
93 itor
!= weaponsChoice_
.end();
96 WeaponWeight
&weightEntry
= *itor
;
97 currentWeight
+= weightEntry
.weight
;
99 if (currentWeight
>= randWeight
)
101 Weapon
*weapon
= weightEntry
.weapon
;
102 weapon
->fireWeapon(context
, weaponContext
, position
, velocity
);