00001 /****************************************************************************** 00002 * Wormux is a convivial mass murder game. 00003 * Copyright (C) 2001-2004 Lawrence Azzoug. 00004 * 00005 * This program is free software; you can redistribute it and/or modify 00006 * it under the terms of the GNU General Public License as published by 00007 * the Free Software Foundation; either version 2 of the License, or 00008 * (at your option) any later version. 00009 * 00010 * This program is distributed in the hope that it will be useful, 00011 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00013 * GNU General Public License for more details. 00014 * 00015 * You should have received a copy of the GNU General Public License 00016 * along with this program; if not, write to the Free Software 00017 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA 00018 ****************************************************************************** 00019 * Blowtorch - burns holes into walls 00020 *****************************************************************************/ 00021 00022 #include "../weapon/blowtorch.h" 00023 #include "../tool/i18n.h" 00024 #include "../map/map.h" 00025 #include "../team/teams_list.h" 00026 #include "../game/game_loop.h" 00027 #include "../game/time.h" 00028 #include "../character/move.h" 00029 #include "../character/body.h" 00030 #include "explosion.h" 00031 00032 static const uint pause_time = 200; // milliseconds 00033 00034 Blowtorch::Blowtorch() : Weapon(WEAPON_BLOWTORCH, "blowtorch", new BlowtorchConfig()) 00035 { 00036 m_name = _("Blowtorch"); 00037 override_keys = true; 00038 00039 new_timer = 0; 00040 old_timer = 0; 00041 00042 m_weapon_fire = new Sprite(resource_manager.LoadImage(weapons_res_profile, "blowtorch_fire")); 00043 } 00044 00045 void Blowtorch::Refresh() 00046 { 00047 00048 } 00049 00050 void Blowtorch::EndTurn() 00051 { 00052 ActiveCharacter().body->ResetWalk(); 00053 ActiveCharacter().body->StopWalk(); 00054 ActiveTeam().AccessNbUnits() = 0; 00055 m_is_active = false; 00056 00057 // XXX This doesn't seem to be the correct to end a turn, does it? 00058 GameLoop::GetInstance()->SetState(GameLoop::HAS_PLAYED); 00059 } 00060 00061 bool Blowtorch::p_Shoot() 00062 { 00063 ActiveCharacter().SetRebounding(false); 00064 ActiveCharacter().body->StartWalk(); 00065 00066 Point2i hole = ActiveCharacter().GetCenter(); 00067 00068 double angle = ActiveCharacter().GetFiringAngle(); 00069 uint h = cfg().range; 00070 double dx = cos(angle) * h; 00071 double dy = sin(angle) * h; 00072 00073 Point2i pos = Point2i(hole.x+(int)dx, hole.y+(int)dy); 00074 world.Dig(pos, ActiveCharacter().GetHeight()/2); 00075 00076 MoveCharacter(ActiveCharacter()); 00077 ActiveCharacter().SetXY(ActiveCharacter().GetPosition()); 00078 00079 return true; 00080 } 00081 00082 void Blowtorch::HandleKeyEvent(Action::Action_t action, Keyboard::Key_Event_t event_type) 00083 { 00084 switch(action) 00085 { 00086 case Action::ACTION_SHOOT: 00087 if(event_type == Keyboard:: Keyboard::KEY_RELEASED) 00088 EndTurn(); 00089 else if(event_type == Keyboard::KEY_REFRESH) 00090 { 00091 if(!EnoughAmmoUnit() || ActiveCharacter().GotInjured()) 00092 EndTurn(); 00093 00094 new_timer = Time::GetInstance()->Read(); 00095 if(new_timer - old_timer >= pause_time) 00096 { 00097 NewActionShoot(); 00098 old_timer = new_timer; 00099 } 00100 } 00101 00102 break; 00103 default: 00104 break; 00105 } 00106 } 00107 00108 //------------------------------------------------------------------------------------- 00109 00110 BlowtorchConfig::BlowtorchConfig() 00111 { 00112 range = 2; 00113 } 00114 00115 BlowtorchConfig& Blowtorch::cfg() 00116 { 00117 return static_cast<BlowtorchConfig&>(*extra_params); 00118 } 00119 00120 void BlowtorchConfig::LoadXml(xmlpp::Element* elem) 00121 { 00122 WeaponConfig::LoadXml(elem); 00123 XmlReader::ReadUint(elem, "range", range); 00124 }