/****************************************************************************** * 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 ****************************************************************************** * Suicide. *****************************************************************************/ #include "suicide.h" #include #include "explosion.h" #include "../character/body.h" #include "../game/game_loop.h" #include "../team/teams_list.h" #include "../tool/i18n.h" #include "../include/action_handler.h" Suicide::Suicide() : Weapon(WEAPON_SUICIDE, "suicide", new ExplosiveWeaponConfig()) { m_name = _("Commit Suicide"); sound_channel = -1; } void Suicide::p_Select() { is_dying = false; } bool Suicide::p_Shoot() { sound_channel = jukebox.Play ("share", "weapon/suicide"); GameLoop::GetInstance()->interaction_enabled=false; is_dying = true; return true; } void Suicide::Refresh() { if (!is_dying) return; m_is_active = sound_channel != -1 && Mix_Playing(sound_channel); if(!m_is_active && !ActiveCharacter().IsDead()) { ActiveCharacter().DisableDeathExplosion(); ActiveCharacter().body->MakeParticles(ActiveCharacter().GetPosition()); Action* a = new Action(Action::ACTION_SET_CHARACTER_ENERGY); a->Push((int)ActiveCharacter().GetTeamIndex()); a->Push((int)ActiveCharacter().GetCharacterIndex()); a->Push(0); // Set energy to 0 => death ActionHandler::GetInstance()->NewAction(a); ApplyExplosion(ActiveCharacter().GetCenter(),cfg()); } } ExplosiveWeaponConfig& Suicide::cfg() { return static_cast(*extra_params); }