#include "badguy/mriceblock.hpp"
#include "badguy/mrrocket.hpp"
#include "badguy/poisonivy.hpp"
-#include "badguy/snowsnail.hpp"
+#include "badguy/snail.hpp"
#include "badguy/skullyhop.hpp"
+#include "badguy/captainsnowball.hpp"
+#include "badguy/kamikazesnowball.hpp"
+#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 if ( badguy == "kamikazesnowball" || badguy == "captainsnowball" ) {
+ sprite->set_action("working");
+ } else {
+ sprite->set_action("dropper");
}
- else {sprite->set_action("dropper");}
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
countMe = false;
}
void
Dispenser::activate()
-{
+{
+ if( autotarget && !swivel ){ // auto canon sprite might be wrong
+ Player* player = this->get_nearest_player();
+ if( player ){
+ dir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ 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;
}
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()) {
+ Direction launchdir = dir;
+ if( !autotarget && start_dir == AUTO ){
+ Player* player = this->get_nearest_player();
+ if( player ){
+ launchdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ }
+ }
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), launchdir));
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), launchdir));
else if (badguy == "mrbomb")
- Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y+32, dir, false));
+ Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "mriceblock")
- Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y+32, dir, false));
- else if (badguy == "snowsnail")
- Sector::current()->add_object(new SnowSnail(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 MrIceBlock(Vector(get_pos().x, get_pos().y+32), launchdir));
+ else if (badguy == "snail")
+ Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), launchdir));
+ else if (badguy == "mrrocket")
+ Sector::current()->add_object(new MrRocket(Vector(get_pos().x+(launchdir == LEFT ? -32 : 32), get_pos().y), launchdir));
+ else if (badguy == "captainsnowball")
+ Sector::current()->add_object(new CaptainSnowball(Vector(get_pos().x+(launchdir == LEFT ? -32 : 32), get_pos().y), launchdir));
+ else if (badguy == "kamikazesnowball")
+ Sector::current()->add_object(new KamikazeSnowball(Vector(get_pos().x+(launchdir == LEFT ? -32 : 32), get_pos().y), launchdir));
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), launchdir));
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), launchdir));
else if (badguy == "random")
{
- switch (rand()%7)
+ 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, false)); break;
- case 3: Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y+32, dir, false)); 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 SnowSnail(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), launchdir)); break;
+ case 1: Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 2: Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 3: Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 4: Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 5: Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 6: Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), launchdir)); 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")