X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbomb.cpp;h=0283fb595f6becd150933dfba859cad890160438;hb=d7f9751b33eb80b789aabee8c1cac97a237e9d25;hp=9495abc92a33913cf2f47a6997641ce3ef7ef364;hpb=e3bb6e46812f108f093e9ad0751a945c34b18cd3;p=supertux.git diff --git a/src/badguy/bomb.cpp b/src/badguy/bomb.cpp index 9495abc92..0283fb595 100644 --- a/src/badguy/bomb.cpp +++ b/src/badguy/bomb.cpp @@ -1,77 +1,132 @@ -#include +// SuperTux +// Copyright (C) 2006 Matthias Braun +// +// 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 . -#include "bomb.h" +#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" -static const float TICKINGTIME = 1; -static const float EXPLOSIONTIME = 1; - -Bomb::Bomb(const Vector& pos, Direction dir) +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() { - 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"); -} + state = STATE_TICKING; + set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1); + countMe = false; -void -Bomb::write(lisp::Writer& ) -{ - // bombs are only temporarily so don't write them out... + 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(); } -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; + update_on_ground_flag(hit); } HitResponse -Bomb::collision_player(Player& player, const CollisionHit& ) +Bomb::collision_player(Player& , const CollisionHit& ) { - if(state == 1) { - player.kill(Player::SHRINK); - } return ABORT_MOVE; } HitResponse -Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& ) +Bomb::collision_badguy(BadGuy& , const CollisionHit& ) { - if(state == 1) - badguy.kill_fall(); return ABORT_MOVE; } void -Bomb::active_action(float ) +Bomb::active_update(float elapsed_time) { - switch(state) { - case 0: - if(timer.check()) { - state = 1; - sprite->set_action("explosion"); - SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), get_pos(), - Sector::current()->player->get_pos()); - timer.start(EXPLOSIONTIME); - } - break; - case 1: - if(timer.check()) { - remove_me(); - } - break; - } + ticking->set_position(get_pos()); + if(sprite->animation_done()) { + explode(); + } + else if (!grabbed) { + movement = physic.get_movement(elapsed_time); + } +} + +void +Bomb::explode() +{ + ticking->stop(); + + // 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(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() { + 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 */