////////////////////////////////////////////////////////////////////////////////
//    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/WeaponGivePower.hpp>
#include <weapons/AccessoryStore.hpp>
#include <engine/ActionController.hpp>
#include <tank/Tank.hpp>
#include <target/TargetContainer.hpp>
#include <tanket/TanketShotInfo.hpp>
#include <common/Defines.hpp>
#include <common/ChannelManager.hpp>
#include <lang/LangResource.hpp>

REGISTER_ACCESSORY_SOURCE(WeaponGivePower);

WeaponGivePower::WeaponGivePower() :
	power_("WeaponGivePower::power")
{

}

WeaponGivePower::~WeaponGivePower()
{

}

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

	if (!accessoryNode->getNamedChild("power", power_)) return false;

	return true;
}

void WeaponGivePower::fireWeapon(ScorchedContext &context,
	WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
{
	context.getActionController().addAction(
		new CallbackWeapon("WeaponGivePower", this, 0, 0, 
			weaponContext, position, velocity));
}

void WeaponGivePower::weaponCallback(
	ScorchedContext &context,
	WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity,
	unsigned int userData)
{
	Tank *tank = context.getTargetContainer().getTankById(weaponContext.getPlayerId());
	if (!tank) return;

	fixed power = power_.getValue(context);
	tank->getShotInfo().setMaxPower(
		MAX(tank->getShotInfo().getMaxPower(), power));

	{
		ChannelText text(
			"combat",
			LANG_RESOURCE_2(
				"TANK_GET_POWER",
				"[p:{0}] received {1} power",
				tank->getTargetName(),
				S3D::formatStringBuffer( "%.0f", power.asDouble() )
			)
		);
		ChannelManager::showText(context, text);
	}
}
