00001 /* 00002 * Marshmallow Duel DS v2 00003 * Copyright © 2007 Sam Pospischil http://pospi.spadgos.com 00004 * 00005 * This program is free software; you can redistribute it and/or modify 00006 * it under the terms of the GNU General Public License as published by 00007 * the Free Software Foundation; either version 2 of the License, or 00008 * (at your option) any later version. 00009 * 00010 * This program is distributed in the hope that it will be useful, 00011 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00013 * GNU General Public License for more details. 00014 * 00015 * You should have received a copy of the GNU General Public License 00016 * along with this program; if not, write to the Free Software 00017 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA 00018 */ 00019 00020 #include "wp_gun.h" 00021 #include "player.h" 00022 #include "gameManager.h" 00023 #include "wp_shield.h" 00024 00025 wp_gun::wp_gun(Player* p) : Weapon(p) 00026 { 00027 #ifdef __MDDEBUG 00028 className = "wp_gun"; 00029 macros::debugMessage(className, "constructor"); 00030 #endif 00031 canFireStanding = true; 00032 canFireInAir = false; 00033 canFireCrouching = false; 00034 canMoveWhileFiring = false; 00035 ammo = 5; 00036 bHeldFire = false; 00037 00038 u8 f[4] = {30, 31, 31, 30}; 00039 firingAnim = vector<u8>(f, f+4); 00040 myType = Pickup::PT_GUN; 00041 } 00042 00043 wp_gun::~wp_gun() 00044 { 00045 } 00046 00047 void wp_gun::weaponFireAction() 00048 { 00049 #ifdef __WITHSOUND 00050 pawn->playSound(&pawn->gm->gunFire); 00051 #endif 00052 00053 Player *opponent = (pawn == pawn->gm->player1 ? pawn->gm->player2 : pawn->gm->player1); 00054 00055 if ((pawn->getFlippedh() && pawn->getx() > opponent->getx()) || 00056 (!pawn->getFlippedh() && pawn->getx() < opponent->getx())) 00057 { 00058 if (dynamic_cast<wp_shield*>(opponent->getWeapon()) != NULL && 00059 ((pawn->getx() < opponent->getx() && opponent->getFlippedh()) || 00060 (pawn->getx() > opponent->getx() && !opponent->getFlippedh()))) 00061 { 00062 #ifdef __WITHSOUND 00063 opponent->playSound(&pawn->gm->bulletReflect); 00064 #endif 00065 } else 00066 { 00067 s16 xpos = opponent->getx(); 00068 s16 ypos = pawn->getBottom() + GUNHEIGHT; 00069 00070 if (opponent->pointCollision(xpos, ypos)) 00071 { 00072 //call animation changes first (same as in weapon class), then return to stop dangling pointers crashing stuff 00073 if (!canMoveWhileFiring) 00074 pawn->setvx(0); 00075 if (firingAnim.size() > 0 && !bHeldFire) 00076 { 00077 pawn->setArbitraryAnim(firingAnim, false, fireAnimSpeed); 00078 pawn->setInputInterrupt(fireAnimSpeed * firingAnim.size()); 00079 } 00080 pawn->gm->playerDisintegrated(opponent); 00081 return; //VERY IMPORTANT ! 00082 } 00083 } 00084 } 00085 }