//============================================================================== // 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 Library 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. //============================================================================== //============================================================================== // File: cWeaponBox.cpp // Project: Shooting Star // Author: Jarmo Hekkanen // Copyrights (c) 2003 2ndPoint ry (www.2ndpoint.fi) //------------------------------------------------------------------------------ // Revision history //============================================================================== //============================================================================== // Includes #include "cWeaponBox.hpp" #include "cAnimationManager.hpp" #include "cPlayer.hpp" #include "cMixer.hpp" #include "cPistol.hpp" #include "cShotgun.hpp" #include "cRocketLauncher.hpp" #include "cFlamer.hpp" #include "cMachineGun.hpp" #include "cWorld.hpp" #include "Debug.hpp" //------------------------------------------------------------------------------ // Namespaces using namespace ShootingStar; //============================================================================== //! Constructor cWeaponBox::cWeaponBox (void): mType (BoxType_Pistol), mSound (cMixer::GetInstance ().LoadSound ("pickup.wav")) { SetCollisionModel (CollisionModel_Circle); SetCollisionRadius (20.0f); SetVelocity (cVector2f (0.0f, 0.0f)); mAnimation.SetAnimation (cAnimationManager::GetInstance ().LoadAnimation ("weaponbox")); mAnimation.SetNumberOfFrames (1); mAnimation.SetFrameDelay (999999); SetLayer (-10); }; //! Destructor cWeaponBox::~cWeaponBox (void) { // Empty }; //! Called when object collides with other object void cWeaponBox::OnObjectCollision (cCollidable *pOther) { cSoldier *pSoldier = dynamic_cast(pOther); if ( pSoldier != NULL ) { cWeapon *pWeapon = NULL; switch ( mType ) { case BoxType_Pistol: pWeapon = new cPistol; break; case BoxType_Shotgun: pWeapon = new cShotgun; break; case BoxType_Flamer: pWeapon = new cFlamer; break; case BoxType_RocketLauncher: pWeapon = new cRocketLauncher; break; case BoxType_MachineGun: pWeapon = new cMachineGun; break; default: dbg::sentinel (DBG_HERE); break; } cWorld::GetInstance ().SpawnObject (pWeapon); cMixer::GetInstance ().PlaySound (mSound); pSoldier->AddWeapon (pWeapon); Kill (); } } //============================================================================== // EOF //==============================================================================