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 * Low gravity weapon 00020 *****************************************************************************/ 00021 00022 #include "lowgrav.h" 00023 #include "explosion.h" 00024 #include "../game/game.h" 00025 #include "../game/game_loop.h" 00026 #include "../object/physical_obj.h" 00027 #include "../sound/jukebox.h" 00028 #include "../interface/game_msg.h" 00029 #include "../team/teams_list.h" 00030 #include "../tool/i18n.h" 00031 #include "../include/action_handler.h" 00032 00033 const double LOW_GRAVITY_FACTOR = 0.4; 00034 00035 LowGrav::LowGrav() : Weapon(WEAPON_LOWGRAV, "lowgrav", 00036 new WeaponConfig(), NEVER_VISIBLE) 00037 { 00038 m_name = _("LowGrav"); 00039 00040 override_keys = true ; 00041 use_unit_on_first_shoot = false; 00042 } 00043 00044 void LowGrav::Refresh() 00045 { 00046 ActiveCharacter().UpdatePosition(); 00047 } 00048 00049 void LowGrav::p_Deselect() 00050 { 00051 ActiveCharacter().ResetConstants(); 00052 ActiveCharacter().SetClothe("normal"); 00053 m_is_active = false; 00054 } 00055 00056 bool LowGrav::p_Shoot() 00057 { 00058 ActiveCharacter().SetGravityFactor(LOW_GRAVITY_FACTOR); 00059 ActiveCharacter().SetClothe("helmet"); 00060 return true; 00061 } 00062 00063 void LowGrav::Draw() 00064 { 00065 } 00066 00067 void LowGrav::HandleKeyEvent(Action::Action_t action, Keyboard::Key_Event_t event_type) 00068 { 00069 switch (action) 00070 { 00071 case Action::ACTION_SHOOT: 00072 if (event_type == Keyboard::KEY_PRESSED) 00073 ActionHandler::GetInstance()->NewAction(new Action(Action::ACTION_WEAPON_STOP_USE)); 00074 break ; 00075 00076 default: 00077 ActiveCharacter().HandleKeyEvent(action, event_type); 00078 break ; 00079 } 00080 } 00081 00082 void LowGrav::SignalTurnEnd() 00083 { 00084 p_Deselect(); 00085 } 00086 00087 void LowGrav::ActionStopUse() 00088 { 00089 UseAmmoUnit(); 00090 }