-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// 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 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 3 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
// 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 <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "bomb.hpp"
-#include "random_generator.hpp"
-#include "object/sprite_particle.hpp"
+#include "audio/sound_manager.hpp"
+#include "badguy/bomb.hpp"
+#include "object/explosion.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/sector.hpp"
-Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
- : BadGuy( pos, dir, custom_sprite )
+Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ ) :
+ BadGuy( pos, dir, custom_sprite ),
+ state(),
+ grabbed(false),
+ grabber(NULL),
+ ticking()
{
state = STATE_TICKING;
set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
ticking->play();
}
-Bomb::Bomb(const Bomb& other)
- : BadGuy(other), state(other.state)
-{
- if (state == STATE_TICKING) {
- ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
- ticking->set_position(get_pos());
- ticking->set_looping(true);
- ticking->set_gain(2.0);
- ticking->set_reference_distance(32);
- ticking->play();
- }
-}
-
-void
-Bomb::write(lisp::Writer& )
-{
- // bombs are only temporarily so don't write them out...
-}
-
void
Bomb::collision_solid(const CollisionHit& hit)
{
if(hit.bottom)
physic.set_velocity_y(0);
+
+ update_on_ground_flag(hit);
}
HitResponse
-Bomb::collision_player(Player& player, const CollisionHit& )
+Bomb::collision_player(Player& , const CollisionHit& )
{
- if(state == STATE_EXPLODING) {
- player.kill(false);
- }
return ABORT_MOVE;
}
HitResponse
-Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
+Bomb::collision_badguy(BadGuy& , const CollisionHit& )
{
- if(state == STATE_EXPLODING)
- badguy.kill_fall();
return ABORT_MOVE;
}
void
-Bomb::active_update(float )
+Bomb::active_update(float elapsed_time)
{
- switch(state) {
- case STATE_TICKING:
- ticking->set_position(get_pos());
- if(sprite->animation_done()) {
- explode();
- }
- break;
- case STATE_EXPLODING:
- if(sprite->animation_done()) {
- remove_me();
- }
- break;
+ ticking->set_position(get_pos());
+ if(sprite->animation_done()) {
+ explode();
+ }
+ else if (!grabbed) {
+ movement = physic.get_movement(elapsed_time);
}
}
Bomb::explode()
{
ticking->stop();
- state = STATE_EXPLODING;
- set_group(COLGROUP_TOUCHABLE);
- sound_manager->play("sounds/explosion.wav", get_pos());
- set_action_centered("explosion", 1);
-
- // spawn some particles
- // TODO: provide convenience function in MovingSprite or MovingObject?
- for (int i = 0; i < 100; i++) {
- Vector ppos = bbox.get_middle();
- float angle = systemRandom.randf(-M_PI_2, M_PI_2);
- float velocity = systemRandom.randf(450, 900);
- float vx = sin(angle)*velocity;
- float vy = -cos(angle)*velocity;
- Vector pspeed = Vector(vx, vy);
- Vector paccel = Vector(0, 1000);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+
+ // Make the player let go before we explode, otherwise the player is holding
+ // an invalid object. There's probably a better way to do this than in the
+ // Bomb class.
+ if (grabber != NULL) {
+ Player* player = dynamic_cast<Player*>(grabber);
+
+ if (player)
+ player->stop_grabbing();
+ }
+
+ if(is_valid()) {
+ remove_me();
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);
}
+ run_dead_script();
}
void
Bomb::kill_fall()
{
- if (state != STATE_EXPLODING) // we don't want it exploding again
- explode();
+ explode();
+}
+
+void
+Bomb::grab(MovingObject& object, const Vector& pos, Direction dir)
+{
+ movement = pos - get_pos();
+ this->dir = dir;
+
+ // We actually face the opposite direction of Tux here to make the fuse more
+ // visible instead of hiding it behind Tux
+ sprite->set_action_continued(dir == LEFT ? "ticking-right" : "ticking-left");
+ set_colgroup_active(COLGROUP_DISABLED);
+ grabbed = true;
+ grabber = &object;
}
+
+void
+Bomb::ungrab(MovingObject& object, Direction dir)
+{
+ this->dir = dir;
+ // portable objects are usually pushed away from Tux when dropped, but we
+ // don't want that, so we set the position
+ //FIXME: why don't we want that? shouldn't behavior be consistent?
+ set_pos(object.get_pos() + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32));
+ set_colgroup_active(COLGROUP_MOVING);
+ grabbed = false;
+}
+
+/* EOF */