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"
25 #include "audio/sound_manager.hpp"
26 #include "lisp/writer.hpp"
27 #include "sprite/sprite.hpp"
28 #include "object/player.hpp"
31 Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
32 : BadGuy( pos, dir, custom_sprite ), grabbed(false), grabber(NULL)
34 state = STATE_TICKING;
35 set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
38 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
39 ticking->set_position(get_pos());
40 ticking->set_looping(true);
41 ticking->set_gain(2.0);
42 ticking->set_reference_distance(32);
46 Bomb::Bomb(const Bomb& other)
47 : BadGuy(other), Portable(other), state(other.state)
49 if (state == STATE_TICKING) {
50 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
51 ticking->set_position(get_pos());
52 ticking->set_looping(true);
53 ticking->set_gain(2.0);
54 ticking->set_reference_distance(32);
60 Bomb::write(lisp::Writer& )
62 // bombs are only temporarily so don't write them out...
66 Bomb::collision_solid(const CollisionHit& hit)
69 physic.set_velocity_y(0);
71 update_on_ground_flag(hit);
75 Bomb::collision_player(Player& , const CollisionHit& )
81 Bomb::collision_badguy(BadGuy& , const CollisionHit& )
87 Bomb::active_update(float elapsed_time)
89 ticking->set_position(get_pos());
90 if(sprite->animation_done()) {
94 movement = physic.get_movement(elapsed_time);
103 // Make the player let go before we explode, otherwise the player is holding
104 // an invalid object. There's probably a better way to do this than in the
106 if (grabber != NULL) {
107 Player* player = dynamic_cast<Player*>(grabber);
110 player->stop_grabbing();
115 Explosion* explosion = new Explosion(get_bbox().get_middle());
116 Sector::current()->add_object(explosion);
129 Bomb::grab(MovingObject& object, const Vector& pos, Direction dir)
131 movement = pos - get_pos();
134 // We actually face the opposite direction of Tux here to make the fuse more
135 // visible instead of hiding it behind Tux
136 sprite->set_action_continued(dir == LEFT ? "ticking-right" : "ticking-left");
137 set_colgroup_active(COLGROUP_DISABLED);
143 Bomb::ungrab(MovingObject& object, Direction dir)
146 // portable objects are usually pushed away from Tux when dropped, but we
147 // don't want that, so we set the position
148 set_pos(object.get_pos() + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32));
149 set_colgroup_active(COLGROUP_MOVING);