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/******************************************************************************
* Warmux is a convivial mass murder game.
* Copyright (C) 2001-2011 Warmux 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
******************************************************************************
* Weapon gnu : a gnu jump in (more or less) random directions and explodes
*****************************************************************************/
#include "character/character.h"
#include "game/config.h"
#include "game/game_time.h"
#include "graphic/sprite.h"
#include "interface/game_msg.h"
#include "map/camera.h"
#include "network/randomsync.h"
#include "object/objects_list.h"
#include "sound/jukebox.h"
#include "team/teams_list.h"
#include "tool/math_tools.h"
#include "tool/resource_manager.h"
#include "weapon/explosion.h"
#include "weapon/gnu.h"
#include "weapon/weapon_cfg.h"
const uint TIME_BETWEEN_REBOUND = 600;
class Gnu : public WeaponProjectile
{
bool flipped;
int save_x, save_y;
uint last_rebound_time;
protected:
void SignalOutOfMap();
public:
Gnu(ExplosiveWeaponConfig& cfg,
WeaponLauncher * p_launcher);
void Shoot(Double strength);
void Refresh();
virtual void Explosion();
};
Gnu::Gnu(ExplosiveWeaponConfig& cfg,
WeaponLauncher * p_launcher) :
WeaponProjectile("gnu", cfg, p_launcher)
{
explode_with_collision = false;
explode_with_timeout = true;
last_rebound_time = 0;
image->EnableCaches(true, 0); // Only cache flipping
}
void Gnu::Shoot(Double strength)
{
WeaponProjectile::Shoot(strength);
save_x=GetX();
save_y=GetY();
Double angle = ActiveCharacter().GetFiringAngle();
flipped = angle>=HALF_PI || angle<=-HALF_PI;
}
void Gnu::Refresh()
{
if (m_energy == 0) {
Explosion();
return;
}
int tmp = GetMSSinceTimeoutStart();
if (cfg.timeout && tmp > 1000 * (GetTotalTimeout()))
SignalTimeout();
Double norm, angle;
//When we hit the ground, jump !
if (!IsMoving()&& !FootsInVacuum()) {
// Limiting number of rebound to avoid desync
if (last_rebound_time + TIME_BETWEEN_REBOUND > GameTime::GetInstance()->Read()) {
image->SetRotation_rad(ZERO);
return;
}
last_rebound_time = GameTime::GetInstance()->Read();
MSG_DEBUG("weapon.gnu", "Jump ! (time = %d)", last_rebound_time);
//If the GNU is stuck in ground -> change direction
int x = GetX();
int y = GetY();
if (x==save_x && y==save_y)
flipped = !flipped;;
save_x = x;
save_y = y;
//Do the jump
norm = RandomSync().GetDouble(2.0, 5.0);
PutOutOfGround();
SetSpeedXY(Point2d((flipped) ? -norm : norm , - norm * THREE));
JukeBox::GetInstance()->Play("default", "weapon/gnu_bounce");
}
//Due to a bug in the physic engine
//sometimes, angle==infinite (according to gdb) ??
GetSpeed(norm, angle);
angle = RestrictAngle(angle)*ONE_HALF;
if (flipped) {
if (angle > ZERO)
angle -= HALF_PI;
else
angle += HALF_PI;
}
image->SetRotation_rad(angle);
image->SetFlipped(flipped);
image->Update();
}
void Gnu::Explosion()
{
WeaponProjectile::Explosion();
}
void Gnu::SignalOutOfMap()
{
Weapon::Message(_("The Gnu left the battlefield before exploding!"));
WeaponProjectile::SignalOutOfMap();
}
//-----------------------------------------------------------------------------
GnuLauncher::GnuLauncher() :
WeaponLauncher(WEAPON_GNU, "gnulauncher", new ExplosiveWeaponConfig()),
current_gnu(NULL),
gnu_death_time(0)
{
UpdateTranslationStrings();
current_gnu = NULL;
gnu_death_time = 0;
m_category = SPECIAL;
ReloadLauncher();
// unit will be used when the gnu disappears
use_unit_on_first_shoot = false;
}
void GnuLauncher::UpdateTranslationStrings()
{
m_name = _("Gnu Launcher");
m_help = _("Set timer 1-6 using +/- or 1-6 keys\nPress space to shoot\nOne shoot per turn");
}
bool GnuLauncher::p_Shoot()
{
if (current_gnu || gnu_death_time)
return false;
current_gnu = static_cast<Gnu *>(projectile);
gnu_death_time = 0;
bool r = WeaponLauncher::p_Shoot();
return r;
}
void GnuLauncher::Refresh()
{
WeaponLauncher::Refresh();
if (current_gnu)
return;
if (gnu_death_time && gnu_death_time + 2000 < GameTime::GetInstance()->Read()) {
UseAmmoUnit();
gnu_death_time = 0;
}
}
bool GnuLauncher::IsOnCooldownFromShot() const
{
return (current_gnu || gnu_death_time);
}
bool GnuLauncher::IsReady() const
{
return !IsOnCooldownFromShot() && WeaponLauncher::IsReady();
}
void GnuLauncher::StopShooting()
{
if (current_gnu)
current_gnu->Explosion();
WeaponLauncher::StopShooting();
}
bool GnuLauncher::IsPreventingLRMovement()
{
return (current_gnu || gnu_death_time);
}
bool GnuLauncher::IsPreventingJumps()
{
return (current_gnu || gnu_death_time);
}
bool GnuLauncher::IsPreventingWeaponAngleChanges()
{
return (current_gnu || gnu_death_time);
}
void GnuLauncher::SignalEndOfProjectile()
{
if (!current_gnu)
return;
current_gnu = NULL;
gnu_death_time = GameTime::GetInstance()->Read();
}
WeaponProjectile * GnuLauncher::GetProjectileInstance()
{
return new Gnu(cfg(), this);
}
std::string GnuLauncher::GetWeaponWinString(const char *TeamName, uint items_count ) const
{
return Format(ngettext(
"%s team has won %u Gnu! Blow them all, cowboy!",
"%s team has won %u Gnus! Blow them all, cowboy!",
items_count), TeamName, items_count);
}
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