Changed dispenser type "rocket-launcher" to "rocket_launcher" to make it implementabl...
[supertux.git] / src / badguy / dispenser.cpp
index 4ead78e..81a1fa6 100644 (file)
 #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 "object/bullet.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);
+  set_colgroup_active(COLGROUP_MOVING_STATIC);
+  sound_manager->preload("sounds/squish.wav");
   reader.get("cycle", cycle);
-  reader.get("badguy", badguy);
-  sprite = sprite_manager->create("images/creatures/dispenser/dispenser.sprite");
-  if (badguy == "mrrocket") {
-     sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+  reader.get_vector("badguy", badguys);
+  random = false; // default
+  reader.get("random", random);
+  type = "dropper"; //default
+  reader.get("type", type);
+  next_badguy = 0;
+  autotarget = false;
+  swivel = false;
+  broken = false;
+
+  if (badguys.size() <= 0)
+    throw std::runtime_error("No badguys in dispenser.");
+
+  if (type == "rocket_launcher") {
+    sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+    set_colgroup_active(COLGROUP_MOVING); //if this were COLGROUP_MOVING_STATIC MrRocket would explode on launch.
+
+    if (start_dir == AUTO) {
+      autotarget = true;
+    }
+  } else if (type == "cannon") {
+    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;
 }
@@ -53,75 +67,168 @@ Dispenser::write(lisp::Writer& writer)
   writer.write_float("x", start_position.x);
   writer.write_float("y", start_position.y);
   writer.write_float("cycle", cycle);
-  writer.write_string("badguy", badguy);
+  writer.write_bool("random", random);
+  writer.write_string("type", type);
+  writer.write_string_vector("badguy", badguys);
 
   writer.end_list("dispenser");
 }
 
 void
 Dispenser::activate()
-{  
+{
+   if( broken ){
+     return;
+   }
+   if( autotarget && !swivel ){ // auto cannon 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?
+  //Cannon launching MrRocket can be broken by jumping on it
+  //other dispencers are not that fragile.
+  if (broken || type != "rocket_launcher") {
+    return false;
+  }
+
   sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
   dispense_timer.start(0);
-  player.bounce(*this);
-  kill_squished(player);
+  set_colgroup_active(COLGROUP_MOVING_STATIC); // Tux can stand on broken cannon.
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player){
+    player->bounce(*this);
+  }
+  sound_manager->play("sounds/squish.wav", get_pos());
+  broken = true;
   return true;
 }
 
+HitResponse
+Dispenser::collision(GameObject& other, const CollisionHit& hit)
+{
+  Player* player = dynamic_cast<Player*> (&other);
+  if(player) {
+    // hit from above?
+    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+      collision_squished(*player);
+      return FORCE_MOVE;
+    }
+    if(frozen){
+      unfreeze();
+    }
+    return FORCE_MOVE;
+  }
+
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet){
+    return collision_bullet(*bullet, hit);
+  }
+
+  return FORCE_MOVE;
+}
+
+
 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));
-    else if (badguy == "bouncingsnowball")
-      Sector::current()->add_object(new BouncingSnowball(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));
-    else if (badguy == "mriceblock")
-      Sector::current()->add_object(new MrIceBlock(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));
-    else if (badguy == "mrrocket") {
-      Sector::current()->add_object(new MrRocket(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));
-    else if (badguy == "skullyhop")
-      Sector::current()->add_object(new SkullyHop(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;
+    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 (badguys.size() > 1) {
+      if (random) {
+        next_badguy = systemRandom.rand(badguys.size());
+      }
+      else {
+        next_badguy++;
+
+        if (next_badguy >= badguys.size())
+          next_badguy = 0;
       }
     }
+
+    std::string badguy = badguys[next_badguy];
+    GameObject* badguy_object = NULL;
+
+    if (type == "dropper")
+      badguy_object = create_badguy_object(badguy, Vector(get_pos().x, get_pos().y+32), launchdir);
+    else if (type == "cannon")
+      badguy_object = create_badguy_object(badguy, Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y), launchdir);
+    else if (type == "rocket_launcher")
+      badguy_object = create_badguy_object(badguy, Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y), launchdir);
+
+    if (badguy_object)
+      Sector::current()->add_object(badguy_object);
   }
 }
 
+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")