// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// 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
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
-#include "bomb.h"
-
-static const float TICKINGTIME = 1;
-static const float EXPLOSIONTIME = 1;
+#include "bomb.hpp"
+#include "random_generator.hpp"
+#include "object/explosion.hpp"
-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 )
{
- 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;
+
+ 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();
+}
+
+Bomb::Bomb(const Bomb& other)
+ : BadGuy(other), state(other.state)
+{
+ if (state == STATE_TICKING) {
+ 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();
+ }
}
void
// bombs are only temporarily so don't write them out...
}
-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;
}
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_update(float )
{
- switch(state) {
- case 0:
- if(timer.check()) {
- explode();
- }
- break;
- case 1:
- if(timer.check()) {
- remove_me();
- }
- break;
- }
+ ticking->set_position(get_pos());
+ if(sprite->animation_done()) {
+ explode();
+ }
}
void
Bomb::explode()
{
- state = 1;
- sprite->set_action("explosion");
- sound_manager->play_sound("explosion", get_pos(),
- Sector::current()->player->get_pos());
- timer.start(EXPLOSIONTIME);
+ ticking->stop();
+
+ remove_me();
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);
+
+ run_dead_script();
}
void
Bomb::kill_fall()
{
- if (state != 1) // we don't want it exploding again
- explode();
+ explode();
}
-