/****************************************************************************** * 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 ****************************************************************************** * gun Weapon : The bullet made a great hole if we hit the ground or made damage * if we hit a character. *****************************************************************************/ #include "../weapon/gun.h" #include #include "../map/map.h" #include "../game/time.h" #include "../object/objects_list.h" #include "../team/teams_list.h" #include "../tool/i18n.h" #include "../interface/game_msg.h" #include "../interface/game_msg.h" #include "../weapon/gun.h" #include "../tool/math_tools.h" #include "../weapon/explosion.h" const uint GUN_BULLET_SPEED = 20; GunBullet::GunBullet(ExplosiveWeaponConfig& cfg, WeaponLauncher * p_launcher) : WeaponBullet("gun_bullet", cfg, p_launcher) { } void GunBullet::ShootSound() { jukebox.Play("share","weapon/gun"); } //----------------------------------------------------------------------------- Gun::Gun() : WeaponLauncher(WEAPON_GUN, "gun", new ExplosiveWeaponConfig()) { m_name = _("Gun"); m_weapon_fire = new Sprite(resource_manager.LoadImage(weapons_res_profile,m_id+"_fire")); m_weapon_fire->EnableRotationCache(32); ReloadLauncher(); } WeaponProjectile * Gun::GetProjectileInstance() { return dynamic_cast (new GunBullet(cfg(),dynamic_cast(this))); } bool Gun::p_Shoot() { if (m_is_active) return false; m_is_active = true; projectile->Shoot (GUN_BULLET_SPEED); projectile = NULL; ReloadLauncher(); return true; }