/* Copyright (C) 1998 Pyrosoft Inc. (www.pyrosoftgames.com), Matthew Bogue 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 */ #include #include "UnitPowerUp.hpp" #include #include "UnitTypes.hpp" #include "UnitInterface.hpp" #include "UnitMessageTypes.hpp" #include "PlayerInterface.hpp" #include "MapInterface.hpp" #include "ConsoleInterface.hpp" #include "Server.hpp" #include "NetworkServer.hpp" #include "NetworkState.hpp" #include "UnitNetMessage.hpp" #include "PowerUpNetMessage.hpp" #include "System/Sound.hpp" #include "NetworkServer.hpp" enum { _unit_powerup_hitpoints, _unit_powerup_range, _unit_powerup_firepower, _unit_powerup_speed, _unit_powerup_repair, _unit_powerup_reload, _unit_powerup_destruct, _unit_powerup_enum_count }; SpritePacked UNIT_POWERUP_ANIM; SpritePacked UNIT_POWERUP_ANIM_SHADOW; UnitPowerUp::UnitPowerUp(iXY map_loc, int type) : PowerUp( map_loc, type ) { unit_powerup_type = rand() % _unit_powerup_enum_count; unit_powerup_animation.setData( UNIT_POWERUP_ANIM ); unit_powerup_animation.setAttrib( powerup_state.world_loc, iXY(0,0), 5 ); unit_powerup_animation_shadow.setData( UNIT_POWERUP_ANIM_SHADOW ); unit_powerup_animation_shadow.setAttrib( powerup_state.world_loc, iXY(0,0), 4 ); unit_powerup_animation_shadow.setDrawModeBlend(&Palette::colorTableDarkenALot); } void UnitPowerUp::powerUpHitPoints( UnitState *unit_state) { /* lua_Object hit_points; lua_pushnumber( (double) (unit_state->hit_points) ); lua_pushnumber( (double) (unit_state->max_hit_points) ); lua_callfunction( lua_getglobal("UnitPowerUpHitPoints") ); hit_points = lua_getresult(1); unit_state->hit_points = (short) lua_getnumber( hit_points ); unit_state->max_hit_points = unit_state->hit_points; */ float percent = (rand() % 100) / 100; int new_hitpoints = int(unit_state->max_hit_points + (unit_state->max_hit_points * percent)); unit_state->hit_points = new_hitpoints; unit_state->max_hit_points = new_hitpoints; } void UnitPowerUp::powerUpRange( UnitState *unit_state) { float percent = (((rand() % 100) / 100) * 50) / 100; int new_weapon_range = int(unit_state->weapon_range + (unit_state->weapon_range * percent)); unit_state->weapon_range = new_weapon_range; } void UnitPowerUp::powerUpFirePower( UnitState *unit_state) { int max_percent_increase = 50; float percent = (((rand() % 100) / 100) * max_percent_increase) / 100; int new_damage_factor = int(unit_state->damage_factor + (unit_state->damage_factor * percent)); unit_state->damage_factor = new_damage_factor; } void UnitPowerUp::powerUpSpeed( UnitState *unit_state) { int new_speed_factor = int(unit_state->speed_factor + floor( (((rand() % 100) / 100) * 5) )); unit_state->speed_factor = new_speed_factor; } void UnitPowerUp::powerUpRepair( UnitState *unit_state) { unit_state->hit_points = unit_state->max_hit_points; } void UnitPowerUp::powerUpReload( UnitState *unit_state) { int max_percent_decrease = 50; float percent = (((rand() % 100) / 100) * max_percent_decrease) / 100; int new_reload_time = int(unit_state->reload_time - (unit_state->reload_time * percent)); unit_state->reload_time = new_reload_time; } void UnitPowerUp::powerUpDestruct( UnitID unit_id ) { UMesgSelfDestruct self_destruct; self_destruct.setHeader( unit_id, _umesg_flag_unique ); UnitInterface::sendMessage( &self_destruct ); } void UnitPowerUp::selectPowerUp( UnitID &unit_id ) { sound->playPowerUpSound(); UnitBase* unit = UnitInterface::getUnit( unit_id ); switch( unit_powerup_type ) { case _unit_powerup_hitpoints : powerUpHitPoints( &(unit->unit_state) ); break; case _unit_powerup_range : powerUpRange( &(unit->unit_state) ); break; case _unit_powerup_firepower : powerUpFirePower( &(unit->unit_state) ); break; case _unit_powerup_speed : powerUpSpeed( &(unit->unit_state) ); break; case _unit_powerup_repair : powerUpRepair( &(unit->unit_state) ); break; case _unit_powerup_reload : powerUpReload( &(unit->unit_state) ); break; case _unit_powerup_destruct : powerUpDestruct( unit_id ); break; } PowerUpHitMesg hit_mesg; hit_mesg.set(powerup_state.ID, unit->player->getID(), unit_powerup_type); SERVER->sendMessage(&hit_mesg, sizeof(PowerUpHitMesg)); powerup_state.life_cycle_state = _power_up_lifecycle_state_inactive; if(unit->player == PlayerInterface::getLocalPlayer()) { ConsoleInterface::postMessage( "YOU GOT A %s POWERUP", powerupTypeToString( unit_powerup_type ) ); } } char * UnitPowerUp::powerupTypeToString( int type ) { switch( type ) { case _unit_powerup_hitpoints : return( "UNIT HITPOINTS" ); case _unit_powerup_range : return( "UNIT WEAPON RANGE" ); case _unit_powerup_firepower : return( "UNIT FIREPOWER" ); case _unit_powerup_speed : return( "UNIT SPEED" ); case _unit_powerup_repair : return( "UNIT REPAIR" ); case _unit_powerup_reload : return( "UNIT RELOAD TIME" ); case _unit_powerup_destruct : return( "UNIT DESTRUCT" ); } return(""); } void UnitPowerUp::updateState( void ) { UnitID unit_id; if ( NetworkState::status == _network_state_server ) { if ( powerup_state.life_cycle_state == _power_up_lifecycle_state_active ) { if( isPowerUpHit( &unit_id ) == true ) { selectPowerUp( unit_id ); } } } } void UnitPowerUp::offloadGraphics( SpriteSorter &sorter ) { unit_powerup_animation.nextFrame(); unit_powerup_animation_shadow.setFrame( unit_powerup_animation.getCurFrame() ); sorter.addSprite( &unit_powerup_animation ); sorter.addSprite( &unit_powerup_animation_shadow ); } void UnitPowerUp::onHit( PowerUpHitMesg *message ) { PlayerID local_player_id; sound->playPowerUpSound(); powerup_state.life_cycle_state = _power_up_lifecycle_state_inactive; local_player_id = PlayerInterface::getLocalPlayerID(); if( local_player_id.getIndex() == message->getPlayerID() ) { ConsoleInterface::postMessage( "YOU GOT A %s POWERUP", powerupTypeToString( message->getUnitPowerupType() ) ); } }