fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / badguy / bomb.cpp
index 2897e68..c26fe15 100644 (file)
@@ -1,20 +1,54 @@
+//  $Id$
+//
+//  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 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 <config.h>
 
-#include "bomb.h"
+#include "bomb.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
+
+Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_cherry/cherry.sprite"*/ )
+       : BadGuy( pos, dir, custom_sprite )
+{
+  state = STATE_TICKING;
+  set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
+  countMe = false;
 
-static const float TICKINGTIME = 1;
-static const float EXPLOSIONTIME = 1;
+  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();
+}
 
-Bomb::Bomb(const Vector& pos, Direction dir)
+Bomb::Bomb(const Bomb& other)
+       : BadGuy(other), state(other.state)
 {
-  start_position = pos;
-  bbox.set_pos(pos);
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("bomb");
-  state = 0;
-  timer.start(TICKINGTIME);
-  this->dir = dir;
-  sprite->set_action(dir == LEFT ? "ticking-left" : "ticking-right");
+  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
@@ -23,44 +57,75 @@ Bomb::write(lisp::Writer& )
   // bombs are only temporarily so don't write them out...
 }
 
-HitResponse
-Bomb::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Bomb::collision_solid(const CollisionHit& hit)
 {
-  if(fabsf(hit.normal.y) > .5)
+  if(hit.bottom)
     physic.set_velocity_y(0);
-
-  return CONTINUE;
 }
 
 HitResponse
 Bomb::collision_player(Player& player, const CollisionHit& )
 {
-  if(state == 1) {
-    player.kill(Player::SHRINK);
+  if(state == STATE_EXPLODING) {
+    player.kill(false);
   }
   return ABORT_MOVE;
 }
 
+HitResponse
+Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
+{
+  if(state == STATE_EXPLODING)
+    badguy.kill_fall();
+  return ABORT_MOVE;
+}
+
 void
-Bomb::active_action(float )
+Bomb::active_update(float )
 {
   switch(state) {
-    case 0:
-      if(timer.check()) {
-        state = 1;
-        sprite->set_action("explosion");
-        timer.start(EXPLOSIONTIME);
+    case STATE_TICKING:
+      ticking->set_position(get_pos());
+      if(sprite->animation_done()) {
+        explode();
       }
       break;
-    case 1:
-      if(timer.check()) {
+    case STATE_EXPLODING:
+      if(sprite->animation_done()) {
         remove_me();
       }
       break;
-  } 
+  }
+}
+
+void
+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/kracker.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+  }
+
 }
 
 void
 Bomb::kill_fall()
 {
+  if (state != STATE_EXPLODING)  // we don't want it exploding again
+    explode();
 }