/****************************************************************************** * Wormux is a convivial mass murder game. * Copyright (C) 2001-2004 Lawrence Azzoug. * * 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 ****************************************************************************** * Arme grenade : * Explose au bout de quelques secondes *****************************************************************************/ #include "grenade.h" //----------------------------------------------------------------------------- #include #include "../game/time.h" #include "../team/teams_list.h" #include "../graphic/video.h" #include "../tool/math_tools.h" #include "../map/camera.h" #include "../weapon/explosion.h" #include "../interface/game_msg.h" #include "../tool/i18n.h" #include "../object/objects_list.h" //----------------------------------------------------------------------------- Grenade::Grenade(ExplosiveWeaponConfig& cfg, WeaponLauncher * p_launcher) : WeaponProjectile ("grenade", cfg, p_launcher) { m_rebound_sound = "weapon/grenade_bounce"; explode_with_collision = false; } //----------------------------------------------------------------------------- void Grenade::Refresh() { WeaponProjectile::Refresh(); image->SetRotation_rad(GetSpeedAngle()); } //----------------------------------------------------------------------------- void Grenade::SignalOutOfMap() { GameMessages::GetInstance()->Add (_("The grenade left the battlefield before exploding")); WeaponProjectile::SignalOutOfMap(); } //----------------------------------------------------------------------------- GrenadeLauncher::GrenadeLauncher() : WeaponLauncher(WEAPON_GRENADE, "grenade", new ExplosiveWeaponConfig(), VISIBLE_ONLY_WHEN_INACTIVE) { m_name = _("Grenade"); m_allow_change_timeout = true; ReloadLauncher(); } WeaponProjectile * GrenadeLauncher::GetProjectileInstance() { return dynamic_cast (new Grenade(cfg(),dynamic_cast(this))); }