src/weapon/gun.cpp

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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  * gun Weapon : The bullet made a great hole if we hit the ground or made damage
00020  * if we hit a character.
00021  *****************************************************************************/
00022 
00023 #include "../weapon/gun.h"
00024 #include <sstream>
00025 #include "../map/map.h"
00026 #include "../game/time.h"
00027 #include "../object/objects_list.h"
00028 #include "../team/teams_list.h"
00029 #include "../tool/i18n.h"
00030 #include "../interface/game_msg.h"
00031 #include "../interface/game_msg.h"
00032 #include "../weapon/gun.h"
00033 #include "../tool/math_tools.h"
00034 #include "../weapon/explosion.h"
00035 
00036 const uint GUN_BULLET_SPEED = 20;
00037 
00038 GunBullet::GunBullet(ExplosiveWeaponConfig& cfg,
00039                      WeaponLauncher * p_launcher) :
00040   WeaponBullet("gun_bullet", cfg, p_launcher)
00041 {
00042 }
00043 
00044 void GunBullet::ShootSound()
00045 {
00046   jukebox.Play("share","weapon/gun");
00047 }
00048 
00049 //-----------------------------------------------------------------------------
00050 
00051 Gun::Gun() : WeaponLauncher(WEAPON_GUN, "gun", new ExplosiveWeaponConfig())
00052 {
00053   m_name = _("Gun");
00054   m_weapon_fire = new Sprite(resource_manager.LoadImage(weapons_res_profile,m_id+"_fire"));
00055   m_weapon_fire->EnableRotationCache(32);
00056   ReloadLauncher();
00057 }
00058 
00059 WeaponProjectile * Gun::GetProjectileInstance()
00060 {
00061   return dynamic_cast<WeaponProjectile *>
00062       (new GunBullet(cfg(),dynamic_cast<WeaponLauncher *>(this)));
00063 }
00064 
00065 bool Gun::p_Shoot()
00066 {
00067   if (m_is_active)
00068     return false;  
00069 
00070   m_is_active = true;
00071   projectile->Shoot (GUN_BULLET_SPEED);
00072   projectile = NULL;
00073   ReloadLauncher();
00074   return true;
00075 }
00076 

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