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/* Battle Tanks Game
* Copyright (C) 2006-2009 Battle Tanks team
*
* This program 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.
*
* This program 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* Additional rights can be granted beyond the GNU General Public License
* on the terms provided in the Exception. If you modify this file,
* you may extend this exception to your version of the file,
* but you are not obligated to do so. If you do not wish to provide this
* exception without modification, you must delete this exception statement
* from your version and license this file solely under the GPL without exception.
*/
#include "trooper.h"
#include "mrt/exception.h"
#include "registrar.h"
#include "config.h"
#include "ai/buratino.h"
class AIMachinegunnerPlayer: public Trooper, public ai::Buratino {
public:
AIMachinegunnerPlayer() : Trooper("trooper", "machinegunner-bullet") {}
// ~AIMachinegunnerPlayer();
virtual const std::string getType() const { return "machinegunner"; }
virtual void on_spawn();
virtual void calculate(const float dt);
virtual Object * clone() const { return new AIMachinegunnerPlayer(*this); }
virtual const std::string getWeapon(const int idx) const;
virtual const int getWeaponAmount(const int idx) const;
private:
};
const std::string AIMachinegunnerPlayer::getWeapon(const int idx) const {
switch(idx) {
case 0:
return "bullets:machinegunner";
case 1:
return std::string();
default:
throw_ex(("weapon %d doesnt supported", idx));
}
}
const int AIMachinegunnerPlayer::getWeaponAmount(const int idx) const{
switch(idx) {
case 0:
case 1:
return -1;
default:
throw_ex(("weapon %d doesnt supported", idx));
}
}
void AIMachinegunnerPlayer::on_spawn() {
addEnemyClass("fighting-vehicle");
addEnemyClass("trooper");
addEnemyClass("cannon");
addEnemyClass("kamikaze");
addEnemyClass("boat");
addEnemyClass("helicopter");
addEnemyClass("watchtower");
addEnemyClass("barrack");
addEnemyClass("monster");
addBonusName("teleport");
addBonusName("ctf-flag");
addBonusName("heal");
addBonusName("megaheal");
addBonusName("static-tank");
addBonusName("static-launcher");
addBonusName("static-shilka");
addBonusName("static-mortar");
//addBonusName("guided-missiles-item");
//addBonusName("dumb-missiles-item");
//addBonusName("nuke-missiles-item");
//addBonusName("boomerang-missiles-item");
//addBonusName("stun-missiles-item");
//addBonusName("mines-item");
ai::Buratino::on_spawn(this);
Trooper::on_spawn();
}
void AIMachinegunnerPlayer::calculate(const float dt) {
ai::Buratino::calculate(this, dt);
GET_CONFIG_VALUE("objects.trooper.rotation-time", float, rt, 0.07);
limit_rotation(dt, rt, true, false);
update_state_from_velocity();
}
REGISTER_OBJECT("machinegunner-player", AIMachinegunnerPlayer, ());
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