-#include <config.h>
+// 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 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
+// 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, see <http://www.gnu.org/licenses/>.
-#include "dispenser.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/snowball.h"
-#include "badguy/mrbomb.h"
-#include "badguy/mriceblock.h"
+#include "badguy/dispenser.hpp"
+#include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
+#include "object/bullet.hpp"
+#include "object/player.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
-Dispenser::Dispenser(LispReader& reader)
-{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- reader.read_float("cycle", cycle);
- reader.read_string("badguy", badguy);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("dispenser");
- sprite->set_action("working");
-}
+#include <stdexcept>
-void
-Dispenser::write(LispWriter& writer)
+Dispenser::Dispenser(const Reader& reader) :
+ BadGuy(reader, "images/creatures/dispenser/dispenser.sprite"),
+ cycle(),
+ badguys(),
+ next_badguy(),
+ dispense_timer(),
+ autotarget(),
+ swivel(),
+ broken(),
+ random(),
+ type()
{
- writer.start_list("dispenser");
+ set_colgroup_active(COLGROUP_MOVING_STATIC);
+ sound_manager->preload("sounds/squish.wav");
+ reader.get("cycle", cycle);
+ reader.get("badguy", badguys);
+ random = false; // default
+ reader.get("random", random);
+ type = "dropper"; //default
+ reader.get("type", type);
+ next_badguy = 0;
+ autotarget = false;
+ swivel = false;
+ broken = false;
+
+ if (badguys.size() <= 0)
+ throw std::runtime_error("No badguys in dispenser.");
- writer.write_float("x", get_pos().x);
- writer.write_float("y", get_pos().y);
- writer.write_float("cycle", cycle);
- writer.write_string("badguy", badguy);
+ if (type == "rocketlauncher") {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ set_colgroup_active(COLGROUP_MOVING); //if this were COLGROUP_MOVING_STATIC MrRocket would explode on launch.
- writer.end_list("dispenser");
+ if (start_dir == AUTO) {
+ autotarget = true;
+ }
+ } else if (type == "cannon") {
+ sprite->set_action("working");
+ } else {
+ sprite->set_action("dropper");
+ }
+
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ countMe = false;
}
void
Dispenser::activate()
-{
- dispense_timer.start(cycle, true);
- launch_badguy();
+{
+ if( broken ){
+ return;
+ }
+ if( autotarget && !swivel ){ // auto cannon sprite might be wrong
+ Player* player = this->get_nearest_player();
+ if( player ){
+ dir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ }
+ }
+ dispense_timer.start(cycle, true);
+ launch_badguy();
+}
+
+void
+Dispenser::deactivate()
+{
+ dispense_timer.stop();
}
+//TODO: Add launching velocity to certain badguys
bool
-Dispenser::collision_squished(Player& player)
+Dispenser::collision_squished(GameObject& object)
{
- //FIXME: Should act like a normal tile when killed
- sprite->set_action("broken");
+ //Cannon launching MrRocket can be broken by jumping on it
+ //other dispensers are not that fragile.
+ if (broken || type != "rocketlauncher") {
+ return false;
+ }
+
+ sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
dispense_timer.start(0);
- player.bounce(*this);
+ set_colgroup_active(COLGROUP_MOVING_STATIC); // Tux can stand on broken cannon.
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player){
+ player->bounce(*this);
+ }
+ sound_manager->play("sounds/squish.wav", get_pos());
+ broken = true;
return true;
}
+HitResponse
+Dispenser::collision(GameObject& other, const CollisionHit& hit)
+{
+ Player* player = dynamic_cast<Player*> (&other);
+ if(player) {
+ // hit from above?
+ if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ collision_squished(*player);
+ return FORCE_MOVE;
+ }
+ if(frozen){
+ unfreeze();
+ }
+ return FORCE_MOVE;
+ }
+
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet){
+ return collision_bullet(*bullet, hit);
+ }
+
+ return FORCE_MOVE;
+}
+
void
-Dispenser::active_action(float )
+Dispenser::active_update(float )
{
- if (dispense_timer.check()) {
+ if (dispense_timer.check()) {
+ // auto always shoots in Tux's direction
+ if( autotarget ){
+ if( sprite->animation_done()) {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ swivel = false;
+ }
+
+ Player* player = this->get_nearest_player();
+ if( player && !swivel ){
+ Direction targetdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ if( dir != targetdir ){ // no target: swivel cannon
+ swivel = true;
+ dir = targetdir;
+ sprite->set_action(dir == LEFT ? "swivel-left" : "swivel-right", 1);
+ } else { // tux in sight: shoot
+ launch_badguy();
+ }
+ }
+ } else {
launch_badguy();
- }
+ }
+ }
}
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Dispenser::launch_badguy()
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ //FIXME: Does is_offscreen() work right here?
+ if (!is_offscreen()) {
+ Direction launchdir = dir;
+ if( !autotarget && start_dir == AUTO ){
+ Player* player = this->get_nearest_player();
+ if( player ){
+ launchdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ }
+ }
+
+ if (badguys.size() > 1) {
+ if (random) {
+ next_badguy = gameRandom.rand(badguys.size());
+ }
+ else {
+ next_badguy++;
+
+ if (next_badguy >= badguys.size())
+ next_badguy = 0;
+ }
+ }
+
+ std::string badguy = badguys[next_badguy];
+
+ if(badguy == "random") {
+ log_warning << "random is outdated; use a list of badguys to select from." << std::endl;
+ return;
+ }
+ if(badguy == "goldbomb") {
+ log_warning << "goldbomb is not allowed to be dispensed" << std::endl;
+ return;
+ }
+
+ try {
+ GameObject *game_object;
+ BadGuy *bad_guy;
+ Vector spawnpoint;
+ Rectf object_bbox;
+
+ /* Need to allocate the badguy first to figure out its bounding box. */
+ game_object = ObjectFactory::instance().create(badguy, get_pos(), launchdir);
+ if (game_object == NULL)
+ throw std::runtime_error("Creating " + badguy + " object failed.");
+
+ bad_guy = dynamic_cast<BadGuy *> (game_object);
+ if (bad_guy == NULL)
+ throw std::runtime_error(badguy + " is not a badguy.");
+
+ object_bbox = bad_guy->get_bbox ();
+
+ if (type == "dropper") {
+ spawnpoint = get_anchor_pos (get_bbox (), ANCHOR_BOTTOM);
+ spawnpoint.x -= 0.5 * object_bbox.get_width ();
+ }
+ else if ((type == "cannon") || (type == "rocketlauncher")) {
+ spawnpoint = get_pos (); /* top-left corner of the cannon */
+ if (launchdir == LEFT)
+ spawnpoint.x -= object_bbox.get_width () + 1;
+ else
+ spawnpoint.x += get_bbox ().get_width () + 1;
+ }
+
+ /* Now we set the real spawn position */
+ bad_guy->set_pos (spawnpoint);
+
+ /* We don't want to count dispensed badguys in level stats */
+ if(bad_guy->countMe)
+ bad_guy->countMe = false;
+
+ Sector::current()->add_object(bad_guy);
+ } catch(std::exception& e) {
+ log_warning << "Error dispensing badguy: " << e.what() << std::endl;
+ return;
+ }
}
+}
- return CONTINUE;
+void
+Dispenser::freeze()
+{
+ BadGuy::freeze();
+ dispense_timer.stop();
}
-//TODO: Add launching velocity to badguys
-// Add randomizer
-// Clean up stuff I copied without understanding what it does :)
-// Stop dispensing when game is paused (timer related problem)
-// Lots-O-Stuff (tm)
void
-Dispenser::launch_badguy()
+Dispenser::unfreeze()
{
- //FIXME: Does is_offscreen() work right here?
- if (!is_offscreen()) {
- if (badguy == "snowball")
- Sector::current()->add_object(new SnowBall(get_pos().x, get_pos().y, dir));
- else if (badguy == "bouncingsnowball")
- Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y, dir));
- else if (badguy == "mrbomb")
- Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y, dir));
- else if (badguy == "mriceblock")
- Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y, dir));
- else if (badguy == "random")
- {}
- }
+ BadGuy::unfreeze();
+ activate();
}
+
+bool
+Dispenser::is_freezable() const
+{
+ return true;
+}
+
+/* EOF */