////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it 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.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#include <weapons/WeaponTankVelocity.hpp>
#include <weapons/AccessoryStore.hpp>
#include <tanket/Tanket.hpp>
#include <tanket/TanketShotInfo.hpp>
#include <target/TargetContainer.hpp>
#include <common/OptionsScorched.hpp>
#include <engine/Simulator.hpp>

REGISTER_ACCESSORY_SOURCE(WeaponTankVelocity);

WeaponTankVelocity::WeaponTankVelocity() : aimedWeapon_( nullptr ) {}

WeaponTankVelocity::~WeaponTankVelocity()
{
	delete aimedWeapon_;
	aimedWeapon_ = nullptr;
}

bool WeaponTankVelocity::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
{
	if (!Weapon::parseXML(context, accessoryNode)) return false;

	// Get the next weapon
	XMLNode* subNode = nullptr;
	if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;

	// Check next weapon is correct type
	AccessoryPart *accessory = context.getAccessoryStore().
		createAccessoryPart(context, parent_, subNode);
	if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
	{
		return subNode->returnError("Failed to find sub weapon, not a weapon");
	}
	aimedWeapon_ = (Weapon*) accessory;

	return true;
}

void WeaponTankVelocity::fireWeapon(ScorchedContext &context,
	WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
{
	Tanket *tanket = context.getTargetContainer().getTanketById(weaponContext.getPlayerId());
	if (tanket && tanket->getAlive())
	{
		FixedVector newVelocity = weaponContext.getInternalContext().getVelocityVector();
		aimedWeapon_->fire(context, weaponContext, position, newVelocity);
	}
}
