Fixed bug in tools/levelconverter-0.1.3_0.2.0.scm that made guile refuse to run it...
[supertux.git] / src / badguy / dispenser.cpp
index 5f18cc7..67ef6fc 100644 (file)
@@ -1,20 +1,47 @@
+//  $Id$
+//
+//  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 "dispenser.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/snowball.h"
-#include "badguy/mrbomb.h"
-#include "badguy/mriceblock.h"
+#include "dispenser.hpp"
+#include "badguy/bouncing_snowball.hpp"
+#include "badguy/snowball.hpp"
+#include "badguy/mrbomb.hpp"
+#include "badguy/mriceblock.hpp"
+#include "badguy/mrrocket.hpp"
+#include "badguy/poisonivy.hpp"
+#include "badguy/snail.hpp"
+#include "badguy/skullyhop.hpp"
+#include "random_generator.hpp"
 
 Dispenser::Dispenser(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/dispenser/dispenser.sprite")
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
   reader.get("cycle", cycle);
   reader.get("badguy", badguy);
-  bbox.set_size(32, 32);
-  sprite = sprite_manager->create("dispenser");
-  sprite->set_action("working");
+  if (badguy == "mrrocket") {
+     if (start_dir == AUTO) log_warning << "Setting a Dispenser's direction to AUTO is no good idea" << std::endl;
+     sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+  }
+  else {sprite->set_action("dropper");}
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+  countMe = false;
 }
 
 void
@@ -22,8 +49,8 @@ Dispenser::write(lisp::Writer& writer)
 {
   writer.start_list("dispenser");
 
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+  writer.write_float("x", start_position.x);
+  writer.write_float("y", start_position.y);
   writer.write_float("cycle", cycle);
   writer.write_string("badguy", badguy);
 
@@ -32,7 +59,7 @@ Dispenser::write(lisp::Writer& writer)
 
 void
 Dispenser::activate()
-{  
+{
    dispense_timer.start(cycle, true);
    launch_badguy();
 }
@@ -40,55 +67,59 @@ Dispenser::activate()
 bool
 Dispenser::collision_squished(Player& player)
 {
-  //FIXME: Should act like a normal tile when killed
-  sprite->set_action("broken");
+  //TODO: Should it act like a normal tile when killed?
+  sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
   dispense_timer.start(0);
   player.bounce(*this);
+  kill_squished(player);
   return true;
 }
 
 void
-Dispenser::active_action(float )
+Dispenser::active_update(float )
 {
   if (dispense_timer.check()) {
     launch_badguy();
   }
 }
 
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
-{
-  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());
-  }
-
-  return CONTINUE;
-}
-
-//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)
+//TODO: Add launching velocity to certain badguys
+//      Add themed randomizer
 void
 Dispenser::launch_badguy()
 {
   //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));
+      Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir));
     else if (badguy == "bouncingsnowball")
-      Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y, dir));
+      Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir));
     else if (badguy == "mrbomb")
-      Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y, dir));
+      Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir));
     else if (badguy == "mriceblock")
-      Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y, dir));
+      Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir));
+    else if (badguy == "snail")
+      Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir));
+    else if (badguy == "mrrocket") {
+      Sector::current()->add_object(new MrRocket(Vector(get_pos().x+(dir == LEFT ? -32 : 32), get_pos().y), dir));}
+    else if (badguy == "poisonivy")
+      Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir));
+    else if (badguy == "skullyhop")
+      Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir));
     else if (badguy == "random")
-    {}
+    {
+      switch (systemRandom.rand(7))
+      {
+        case 0: Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 1: Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 2: Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 3: Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 4: Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 5: Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir)); break;
+        case 6: Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir)); break;
+      }
+    }
   }
 }
 
+IMPLEMENT_FACTORY(Dispenser, "dispenser")