don't be too pedantic for squirrel sources
[supertux.git] / src / badguy / dispenser.cpp
index 7cb48db..613f06e 100644 (file)
 #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("images/creatures/dispenser/dispenser.sprite");
+  autotarget = false;
+  swivel = false;
   if (badguy == "mrrocket") {
      sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+     if( start_dir == AUTO ){
+      autotarget = true;
+     }
   }
   else {sprite->set_action("dropper");}
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
   countMe = false;
 }
 
@@ -60,19 +63,32 @@ Dispenser::write(lisp::Writer& writer)
 
 void
 Dispenser::activate()
-{  
+{
+   if(frozen)
+     return;
+   if (badguy == "mrrocket") {
+      sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+   }
    dispense_timer.start(cycle, true);
    launch_badguy();
 }
 
+void
+Dispenser::deactivate()
+{
+   dispense_timer.stop();
+}
+
+//TODO: Add launching velocity to certain badguys
 bool
-Dispenser::collision_squished(Player& player)
+Dispenser::collision_squished(GameObject& object)
 {
   //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);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
+  kill_squished(object);
   return true;
 }
 
@@ -80,48 +96,85 @@ void
 Dispenser::active_update(float )
 {
   if (dispense_timer.check()) {
-    launch_badguy();
+    // auto always shoots in Tux's direction
+    if( autotarget ){ 
+      if( sprite->animation_done()) {
+        sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+        swivel = false;
+      }
+
+      Player* player = this->get_nearest_player();
+      if( player && !swivel ){
+        Direction targetdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+        if( dir != targetdir ){ // no target: swivel cannon 
+          swivel = true;
+          dir = targetdir;
+          sprite->set_action(dir == LEFT ? "swivel-left" : "swivel-right", 1);
+        } else { // tux in sight: shoot
+          launch_badguy();
+        }
+      }
+    } else {
+      launch_badguy();
+    }
   }
 }
 
-//TODO: Add launching velocity to certain badguys
 //      Add themed randomizer
-//      Fix initial direction (everyone but MrRocket walks the wrong direction)
 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+32, 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+32, 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+32, 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+32, 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(get_pos().x, get_pos().y+32, dir));
+      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(get_pos().x+(dir == LEFT ? -32 : 32), get_pos().y, dir));}
+      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(get_pos().x, get_pos().y+32, dir));
+      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(get_pos().x, get_pos().y+44, dir));
+      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(get_pos().x, get_pos().y+32, dir)); break;
-        case 1: Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y+32, dir)); break;
-        case 2: Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y+32, dir)); break;
-        case 3: Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y+32, dir)); break;
-        case 4: Sector::current()->add_object(new PoisonIvy(get_pos().x, get_pos().y+32, dir)); break;
-        case 5: Sector::current()->add_object(new Snail(get_pos().x, get_pos().y+32, dir)); break;
-        case 6: Sector::current()->add_object(new SkullyHop(get_pos().x, get_pos().y+44, dir)); break;
+        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;
       }
     }
   }
 }
 
+void
+Dispenser::freeze()
+{
+  BadGuy::freeze();
+  dispense_timer.stop();
+}
+
+void
+Dispenser::unfreeze()
+{
+  BadGuy::unfreeze();
+  activate();
+}
+
+bool
+Dispenser::is_freezable() const
+{
+  return true;
+}
 IMPLEMENT_FACTORY(Dispenser, "dispenser")