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[scorched3d/parasti.git] / src / common / weapons / WeaponReference.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/WeaponReference.h>
22 #include <weapons/AccessoryStore.h>
23 #include <common/DefinesString.h>
25 REGISTER_ACCESSORY_SOURCE(WeaponReference);
27 WeaponReference::WeaponReference()
32 WeaponReference::~WeaponReference()
37 bool WeaponReference::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
39 if (!Weapon::parseXML(context, accessoryNode)) return false;
41 // Get the next weapon
42 std::string subNode;
43 if (!accessoryNode->getNamedChild("weapon", subNode)) return false;
45 // Find the accessory name
46 std::map<std::string, XMLNode *> &nodes = context.getAccessoryStore().getParsingNodes();
47 std::map<std::string, XMLNode *>::iterator finditor =
48 nodes.find(subNode.c_str());
49 if (finditor == nodes.end())
51 S3D::dialogMessage("WeaponReference", S3D::formatStringBuffer(
52 "Failed to find weapon \"%s\"",
53 subNode.c_str()));
54 return false;
56 XMLNode *weaponNode = (*finditor).second;
57 weaponNode->resurrectRemovedChildren();
59 // Action
60 XMLNode *actionNode = 0;
61 if (!weaponNode->getNamedChild("accessoryaction", actionNode)) return false;
63 // Create the new weapon
64 AccessoryPart *accessory = context.getAccessoryStore().
65 createAccessoryPart(context, parent_, actionNode);
66 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
68 S3D::dialogMessage("Accessory", S3D::formatStringBuffer(
69 "Failed to find create weapon/wrong type \"%s\"",
70 subNode.c_str()));
71 return false;
73 refWeapon_ = (Weapon*) accessory;
75 return true;
78 void WeaponReference::fireWeapon(ScorchedContext &context,
79 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
81 refWeapon_->fireWeapon(context, weaponContext, position, velocity);