4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "random_generator.hpp"
24 #include "object/explosion.hpp"
26 Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
27 : BadGuy( pos, dir, custom_sprite ), grabbed(false), grabber(NULL)
29 state = STATE_TICKING;
30 set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
33 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
34 ticking->set_position(get_pos());
35 ticking->set_looping(true);
36 ticking->set_gain(2.0);
37 ticking->set_reference_distance(32);
41 Bomb::Bomb(const Bomb& other)
42 : BadGuy(other), Portable(other), state(other.state)
44 if (state == STATE_TICKING) {
45 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
46 ticking->set_position(get_pos());
47 ticking->set_looping(true);
48 ticking->set_gain(2.0);
49 ticking->set_reference_distance(32);
55 Bomb::write(lisp::Writer& )
57 // bombs are only temporarily so don't write them out...
61 Bomb::collision_solid(const CollisionHit& hit)
64 physic.set_velocity_y(0);
66 update_on_ground_flag(hit);
70 Bomb::collision_player(Player& , const CollisionHit& )
76 Bomb::collision_badguy(BadGuy& , const CollisionHit& )
82 Bomb::active_update(float elapsed_time)
84 ticking->set_position(get_pos());
85 if(sprite->animation_done()) {
89 movement = physic.get_movement(elapsed_time);
98 // Make the player let go before we explode, otherwise the player is holding
99 // an invalid object. There's probably a better way to do this than in the
101 if (grabber != NULL) {
102 Player* player = dynamic_cast<Player*>(grabber);
105 player->stop_grabbing();
109 Explosion* explosion = new Explosion(get_bbox().get_middle());
110 Sector::current()->add_object(explosion);
122 Bomb::grab(MovingObject& object, const Vector& pos, Direction dir)
124 movement = pos - get_pos();
127 // We actually face the opposite direction of Tux here to make the fuse more
128 // visible instead of hiding it behind Tux
129 sprite->set_action_continued(dir == LEFT ? "ticking-right" : "ticking-left");
130 set_colgroup_active(COLGROUP_DISABLED);
136 Bomb::ungrab(MovingObject& object, Direction dir)
139 // portable objects are usually pushed away from Tux when dropped, but we
140 // don't want that, so we set the position
141 set_pos(object.get_pos() + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32));
142 set_colgroup_active(COLGROUP_MOVING);