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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 "item.h"
#include "registrar.h"
Item::Item(const std::string &classname, const std::string &type) : Object(classname), type(type) {
pierceable = true;
impassability = -1;
speed = 0;
set_directions_number(1);
}
void Item::tick(const float dt) {
Object::tick(dt);
if (get_state().empty())
Object::emit("death", this);
}
void Item::on_spawn() {
play("main", true);
}
void Item::add_damage(Object *from, const int hp, const bool emitDeath) {
return;
}
void Item::emit(const std::string &event, Object * emitter) {
if (event == "collision") {
if (emitter == NULL)
return;
if (!emitter->take(this, type)) {
return;
}
hp = 0;
impassability = 0;
set_z(999); //fly up on the vehicle
cancel_all();
play("take", false);
} else Object::emit(event, emitter);
}
Object* Item::clone() const {
return new Item(*this);
}
REGISTER_OBJECT("base-item", Item, ("dummy"));
REGISTER_OBJECT("heal", Item, ("heal"));
REGISTER_OBJECT("megaheal", Item, ("heal"));
REGISTER_OBJECT("guided-missiles-item", Item, ("missiles", "guided"));
REGISTER_OBJECT("dumb-missiles-item", Item, ("missiles", "dumb"));
REGISTER_OBJECT("smoke-missiles-item", Item, ("missiles", "smoke"));
REGISTER_OBJECT("nuke-missiles-item", Item, ("missiles", "nuke"));
REGISTER_OBJECT("boomerang-missiles-item", Item, ("missiles", "boomerang"));
REGISTER_OBJECT("stun-missiles-item", Item, ("missiles", "stun"));
REGISTER_OBJECT("mutagen-missiles-item", Item, ("missiles", "mutagen"));
REGISTER_OBJECT("mines-item", Item, ("mines", "regular"));
REGISTER_OBJECT("dirt-bullets-item", Item, ("effects", "dirt"));
REGISTER_OBJECT("dispersion-bullets-item", Item, ("effects", "dispersion"));
REGISTER_OBJECT("ricochet-bullets-item", Item, ("effects", "ricochet"));
REGISTER_OBJECT("machinegunner-item", Item, ("mod", "machinegunner"));
REGISTER_OBJECT("thrower-item", Item, ("mod", "thrower"));
REGISTER_OBJECT("invulnerability-item", Item, ("effects", "invulnerability"));
REGISTER_OBJECT("speedup-item", Item, ("effects", "speedup"));
REGISTER_OBJECT("slowdown-item", Item, ("effects", "slowdown"));
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