C:/DevKitPro/!MDuel/source/wp_gun.cpp

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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 }

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