-#include <config.h>
+// $Id$
+//
+// SuperTux
+// 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
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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.
-#include "dispenser.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/snowball.h"
+#include <config.h>
+#include "dispenser.hpp"
+#include "badguy/bouncing_snowball.hpp"
+#include "badguy/snowball.hpp"
+#include "badguy/mrbomb.hpp"
+#include "badguy/mriceblock.hpp"
+#include "badguy/mrrocket.hpp"
+#include "badguy/poisonivy.hpp"
+#include "badguy/snail.hpp"
+#include "badguy/skullyhop.hpp"
+#include "badguy/captainsnowball.hpp"
+#include "badguy/kamikazesnowball.hpp"
+#include "random_generator.hpp"
-Dispenser::Dispenser(LispReader& reader)
+Dispenser::Dispenser(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/dispenser/dispenser.sprite")
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- reader.read_float("cycle", cycle);
- reader.read_string("badguy", badguy);
- bbox.set_size(32, 32);
- //FIXME: Create dispenser sprite
- sprite = sprite_manager->create("snowball");
+ reader.get("cycle", cycle);
+ reader.get("badguy", badguy);
+ 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");
+ }
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ countMe = false;
}
void
-Dispenser::write(LispWriter& writer)
+Dispenser::write(lisp::Writer& writer)
{
writer.start_list("dispenser");
- writer.write_float("x", get_pos().x);
- writer.write_float("y", get_pos().y);
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
writer.write_float("cycle", cycle);
writer.write_string("badguy", badguy);
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)
{
- remove_me();
- player.bounce(*this);
+ //TODO: Should it act like a normal tile when killed?
+ sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
+ dispense_timer.start(0);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
+ kill_squished(object);
return true;
}
void
-Dispenser::active_action(float elapsed_time)
+Dispenser::active_update(float )
{
- if (dispense_timer.check()) {
- launch_badguy();
- }
-}
+ if (dispense_timer.check()) {
+ // auto always shoots in Tux's direction
+ if( autotarget ){
+ if( sprite->animation_done()) {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ swivel = false;
+ }
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ 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();
+ }
}
-
- return CONTINUE;
}
-//TODO: Add launching velocity to badguys
-// Add more badguys and randomizer
-// Clean up stuff I copied without understanding what it does :)
-// Lots-O-Stuff (tm)
+// Add themed randomizer
void
Dispenser::launch_badguy()
{
- //FIXME: Does is_offscreen() work right here?
- if (!is_offscreen()) {
+ //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-2, get_pos().y));
+ 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-2, get_pos().y));
+ 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(Vector(get_pos().x, get_pos().y+32), launchdir));
+ else if (badguy == "mriceblock")
+ 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(Vector(get_pos().x, get_pos().y+32), launchdir));
+ else if (badguy == "skullyhop")
+ Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), launchdir));
else if (badguy == "random")
- {}
- }
+ {
+ switch (systemRandom.rand(7))
+ {
+ 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")