MegaGlest/source/glest_game/types/projectile_type.cpp

127 lines
4.3 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include <cassert>
#include "logger.h"
#include "lang.h"
#include "renderer.h"
#include "leak_dumper.h"
using namespace Shared::Util;
namespace Glest{ namespace Game{
ProjectileType::ProjectileType() {
projectileParticleSystemType=NULL;
attackStartTime=0.0f;
spawnUnit="";
spawnUnitcount=0;
spawnUnitAtTarget=false;
shake=false;
shakeIntensity=0;
shakeDuration=0;
shakeVisible=true;
shakeInCameraView=true;
shakeCameraDistanceAffected=false;
damagePercentage=100;
}
ProjectileType::~ProjectileType() {
deleteValues(hitSounds.getSounds().begin(), hitSounds.getSounds().end());
if(projectileParticleSystemType!=NULL){
delete projectileParticleSystemType;
projectileParticleSystemType = NULL;
}
}
void ProjectileType::load(const XmlNode *projectileNode, const string &dir, const string &techtreepath, std::map<string,vector<pair<string, string> > > &loadedFileList,
string parentLoader){
string currentPath = dir;
endPathWithSlash(currentPath);
if(projectileNode->hasAttribute("attack-start-time")){
attackStartTime =projectileNode->getAttribute("attack-start-time")->getFloatValue();
}
else
{
attackStartTime=0.0f;
}
// damage percentage MUST be set!
damagePercentage =projectileNode->getAttribute("damage-percentage")->getIntValue();
// projectiles MUST have a particle system.
const XmlNode *particleNode= projectileNode->getChild("particle");
string path= particleNode->getAttribute("path")->getRestrictedValue();
ParticleSystemTypeProjectile* projectileParticleSystemType= new ParticleSystemTypeProjectile();
projectileParticleSystemType->load(particleNode, dir, currentPath + path,
&Renderer::getInstance(), loadedFileList, parentLoader,
techtreepath);
loadedFileList[currentPath + path].push_back(make_pair(parentLoader,particleNode->getAttribute("path")->getRestrictedValue()));
setProjectileParticleSystemType(projectileParticleSystemType);
//spawnattack
if (projectileNode->hasChild("unit")) {
spawnUnit = projectileNode->getChild("unit")->getAttribute("value")->getValue();
spawnUnitcount = projectileNode->getChild("unit")->getAttribute("amount")->getIntValue();
if(projectileNode->getChild("unit")->hasAttribute("spawnAtTarget")) {
spawnUnitAtTarget = projectileNode->getChild("unit")->getAttribute("spawnAtTarget")->getBoolValue();
} else {
spawnUnitAtTarget = false;
}
} else {
spawnUnit = "";
spawnUnitcount = 0;
spawnUnitAtTarget = false;
}
if(projectileNode->hasChild("hitshake")){
const XmlNode *hitShakeNode= projectileNode->getChild("hitshake");
shake=hitShakeNode->getAttribute("enabled")->getBoolValue();
if(shake){
shakeIntensity=hitShakeNode->getAttribute("intensity")->getIntValue();
shakeDuration=hitShakeNode->getAttribute("duration")->getIntValue();
shakeVisible=hitShakeNode->getAttribute("visible")->getBoolValue();
shakeInCameraView=hitShakeNode->getAttribute("in-camera-view")->getBoolValue();
shakeCameraDistanceAffected=hitShakeNode->getAttribute("camera-distance-affected")->getBoolValue();
}
}
if(projectileNode->hasChild("hitsound")){
const XmlNode *soundNode= projectileNode->getChild("hitsound");
if(soundNode->getAttribute("enabled")->getBoolValue()){
hitSounds.resize((int)soundNode->getChildCount());
for(int i=0; i < (int)soundNode->getChildCount(); ++i){
const XmlNode *soundFileNode= soundNode->getChild("sound-file", i);
string path= soundFileNode->getAttribute("path")->getRestrictedValue(currentPath, true);
//printf("\n\n\n\n!@#$ ---> parentLoader [%s] path [%s] nodeValue [%s] i = %d",parentLoader.c_str(),path.c_str(),soundFileNode->getAttribute("path")->getRestrictedValue().c_str(),i);
StaticSound *sound= new StaticSound();
sound->load(path);
loadedFileList[path].push_back(make_pair(parentLoader,soundFileNode->getAttribute("path")->getRestrictedValue()));
hitSounds[i]= sound;
}
}
}
}
}}//end namespace