Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2007 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include "SDLs.h"
#include "SDL.h"
#include "hwconsts.h"
SDLInteraction::SDLInteraction()
{
music = -1;
SDL_Init(SDL_INIT_VIDEO);
}
SDLInteraction::~SDLInteraction()
{
SDL_Quit();
openal_close();
}
QStringList SDLInteraction::getResolutions() const
{
QStringList result;
SDL_Rect **modes;
modes = SDL_ListModes(NULL, SDL_FULLSCREEN);
if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1))
{
result << "640x480";
} else
{
for(int i = 0; modes[i]; ++i)
if ((modes[i]->w >= 640) && (modes[i]->h >= 480))
result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h);
}
return result;
}
void SDLInteraction::StartMusic()
{
if (music < 0) {
openal_init(5);
music = openal_loadfile(QString(datadir->absolutePath() + "/Music/main theme.ogg").toLocal8Bit().constData());
openal_toggleloop(music);
}
openal_setvolume(music, 60);
openal_fadein(music, 25);
}
void SDLInteraction::StopMusic()
{
if (music >= 0) openal_fadeout(music, 40);
}