Bazooka/Grenade Training: Make weapon selection detection future-proof
The old check relied on hardcoded slot IDs for the weapons, which is not good.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* 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; version 2 of the License
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "bgwidget.h"
#include "hwconsts.h"
SpritePosition::SpritePosition(QWidget * parent, int sw, int sh)
{
wParent = parent;
iSpriteWidth = sw;
iSpriteHeight = sh;
reset();
}
SpritePosition::~SpritePosition()
{
}
void SpritePosition::move()
{
fX += fXMov;
fY += fYMov;
iAngle += 4;
if (iAngle >= 360) iAngle = 0;
if ((fX - fXMov) > wParent->width()) reset();
else if ((fY - fYMov) > wParent->height()) reset();
}
void SpritePosition::reset()
{
// random movement values
fYMov = ((qrand() % 400)+300) / 100.0f;
fXMov = fYMov * 0.2f+((qrand()%100)/100.0f * 0.6f); //so between 0.2 and 0.8, or 0.5 +/- 0.3
// random respawn locations
int tmp = fXMov * (wParent->height() / fYMov);
fX = (qrand() % (wParent->width() + tmp)) - tmp;
// adjust respawn location to be next to (but outside) the parent's limits
if (fX > -iSpriteWidth)
{
fY = -1 * iSpriteHeight;
}
else
{
fY = qrand() % wParent->height();
fX = -iSpriteWidth;
}
// random initial angle
iAngle = qrand() % 360;
}
QPoint SpritePosition::pos()
{
return QPoint((int)fX,(int)fY);
}
int SpritePosition::getAngle()
{
return iAngle;
}
void SpritePosition::init()
{
fY = qrand() % (wParent->height() + 1);
fX = qrand() % (wParent->width() + 1);
}
BGWidget::BGWidget(QWidget * parent) : QWidget(parent), enabled(false)
{
setAttribute(Qt::WA_NoSystemBackground, true);
QString fname;
//For each season, there is a replacement for the star (Star.png)
//Todo: change element for easter and birthday
//Simply replace Confetti.png and Egg.png with an appropriate graphic)
switch (season)
{
case SEASON_CHRISTMAS :
fname = "Flake.png";
break;
case SEASON_EASTER :
fname = "Egg.png";
break;
case SEASON_HWBDAY :
fname = "Confetti.png";
break;
default :
fname = "Star.png";
}
sprite.load(":/res/" + fname);
setAutoFillBackground(false);
for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i] = new SpritePosition(this, sprite.width(), sprite.height());
for (int i = 0; i < 90; i++)
{
rotatedSprites[i] = new QImage(sprite.width(), sprite.height(), QImage::Format_ARGB32);
rotatedSprites[i]->fill(0);
QPoint translate(sprite.width()/2, sprite.height()/2);
QPainter p;
p.begin(rotatedSprites[i]);
// p.setRenderHint(QPainter::Antialiasing);
p.setRenderHint(QPainter::SmoothPixmapTransform);
p.translate(translate.x(), translate.y());
p.rotate(4 * i);
p.translate(-1*translate.x(), -1*translate.y());
p.drawImage(0, 0, sprite);
}
timerAnimation = new QTimer();
connect(timerAnimation, SIGNAL(timeout()), this, SLOT(animate()));
timerAnimation->setInterval(ANIMATION_INTERVAL);
}
BGWidget::~BGWidget()
{
for (int i = 0; i < SPRITE_MAX; i++) delete spritePositions[i];
for (int i = 0; i < 90; i++) delete rotatedSprites[i];
delete timerAnimation;
}
void BGWidget::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
if (!enabled)
return;
QPainter p;
p.begin(this);
for (int i = 0; i < SPRITE_MAX; i++)
{
QPoint point = spritePositions[i]->pos();
p.drawImage(point.x(), point.y(), *rotatedSprites[spritePositions[i]->getAngle()/4]);
}
p.end();
}
void BGWidget::animate()
{
if (!enabled)
return;
for (int i = 0; i < SPRITE_MAX; i++)
{
QPoint oldPos = spritePositions[i]->pos();
spritePositions[i]->move();
QPoint newPos = spritePositions[i]->pos();
int xdiff = newPos.x() - oldPos.x();
int ydiff = newPos.y() - oldPos.y();
update(oldPos.x(), oldPos.y(), xdiff+sprite.width(), ydiff+sprite.height());
}
//repaint(); // Repaint every frame. Prevents ghosting of widgets if widgets resize in runtime.
}
void BGWidget::startAnimation()
{
timerAnimation->start();
}
void BGWidget::stopAnimation()
{
timerAnimation->stop();
repaint();
}
void BGWidget::init()
{
for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i]->init();
}