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 * Bounce ball: 00020 * bounce since it has not collide a character 00021 *****************************************************************************/ 00022 00023 #include "bounce_ball.h" 00024 //----------------------------------------------------------------------------- 00025 #include <sstream> 00026 #include "../tool/debug.h" 00027 #include "../game/time.h" 00028 #include "../team/teams_list.h" 00029 #include "../graphic/video.h" 00030 #include "../tool/math_tools.h" 00031 #include "../map/camera.h" 00032 #include "../weapon/explosion.h" 00033 #include "../interface/game_msg.h" 00034 #include "../tool/i18n.h" 00035 #include "../object/objects_list.h" 00036 //----------------------------------------------------------------------------- 00037 00038 BounceBall::BounceBall(ExplosiveWeaponConfig& cfg, 00039 WeaponLauncher * p_launcher) : 00040 WeaponProjectile ("bounce_ball", cfg, p_launcher) 00041 { 00042 m_rebound_sound = "weapon/grenade_bounce"; 00043 explode_colliding_character = true; 00044 explode_with_collision = false; 00045 } 00046 00047 //----------------------------------------------------------------------------- 00048 00049 void BounceBall::Refresh() 00050 { 00051 WeaponProjectile::Refresh(); 00052 // rotation of ball image... 00053 image->SetRotation_rad(GetSpeedAngle()); 00054 } 00055 00056 00057 //----------------------------------------------------------------------------- 00058 00059 void BounceBall::SignalOutOfMap() 00060 { 00061 GameMessages::GetInstance()->Add (_("The ball left the battlefield before exploding")); 00062 WeaponProjectile::SignalOutOfMap(); 00063 } 00064 00065 //----------------------------------------------------------------------------- 00066 00067 BounceBallLauncher::BounceBallLauncher() : 00068 WeaponLauncher(WEAPON_BOUNCE_BALL, "bounce_ball", new ExplosiveWeaponConfig(), VISIBLE_ONLY_WHEN_INACTIVE) 00069 { 00070 m_name = _("Bounce Ball"); 00071 ReloadLauncher(); 00072 } 00073 00074 WeaponProjectile * BounceBallLauncher::GetProjectileInstance() 00075 { 00076 return dynamic_cast<WeaponProjectile *> 00077 (new BounceBall(cfg(),dynamic_cast<WeaponLauncher *>(this))); 00078 } 00079 00080 bool BounceBallLauncher::p_Shoot () 00081 { 00082 if (max_strength == 0) 00083 projectile->Shoot (10); 00084 else 00085 projectile->Shoot (m_strength); 00086 projectile = NULL; 00087 ReloadLauncher(); 00088 return true; 00089 }