1 ////////////////////////////////////////////////////////////////////////////////
2 //    Scorched3D (c) 2000-2011
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.
10 //
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.
15 //
16 //    You should have received a copy of the GNU General Public License along
17 //    with this program; if not, write to the Free Software Foundation, Inc.,
18 //    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20 
21 #include <weapons/WeaponReference.h>
22 #include <weapons/AccessoryStore.h>
23 #include <common/DefinesString.h>
24 
25 REGISTER_ACCESSORY_SOURCE(WeaponReference);
26 
WeaponReference()27 WeaponReference::WeaponReference() :
28 	refWeapon_(0)
29 {
30 
31 }
32 
~WeaponReference()33 WeaponReference::~WeaponReference()
34 {
35 	delete refWeapon_;
36 	refWeapon_ = 0;
37 }
38 
parseXML(AccessoryCreateContext & context,XMLNode * accessoryNode)39 bool WeaponReference::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
40 {
41 	if (!Weapon::parseXML(context, accessoryNode)) return false;
42 
43 	// Get the next weapon
44 	std::string subNode;
45 	if (!accessoryNode->getNamedChild("weapon", subNode)) return false;
46 
47 	// Find the accessory name
48 	std::map<std::string, XMLNode *> &nodes = context.getAccessoryStore().getParsingNodes();
49 	std::map<std::string, XMLNode *>::iterator finditor =
50 		nodes.find(subNode.c_str());
51 	if (finditor == nodes.end())
52 	{
53 		S3D::dialogMessage("WeaponReference", S3D::formatStringBuffer(
54 			"Failed to find weapon \"%s\"",
55 			subNode.c_str()));
56 		return false;
57 	}
58 	XMLNode *weaponNode = (*finditor).second;
59 	weaponNode->resurrectRemovedChildren();
60 
61 	// Action
62 	XMLNode *actionNode = 0;
63 	if (!weaponNode->getNamedChild("accessoryaction", actionNode)) return false;
64 
65 	// Create the new weapon
66 	AccessoryPart *accessory = context.getAccessoryStore().
67 		createAccessoryPart(context, parent_, actionNode);
68 	if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
69 	{
70 		S3D::dialogMessage("Accessory", S3D::formatStringBuffer(
71 			"Failed to find create weapon/wrong type \"%s\"",
72 			subNode.c_str()));
73 		return false;
74 	}
75 	refWeapon_ = (Weapon*) accessory;
76 
77 	return true;
78 }
79 
fireWeapon(ScorchedContext & context,WeaponFireContext & weaponContext,FixedVector & position,FixedVector & velocity)80 void WeaponReference::fireWeapon(ScorchedContext &context,
81 	WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
82 {
83 	refWeapon_->fire(context, weaponContext, position, velocity);
84 }
85 
86