* Add Airship (regular above-ground theme) and Battle (castle/boss theme) music court...
[supertux.git] / src / badguy / dispenser.cpp
index 953a321..a82136a 100644 (file)
+//  $Id$
+//
+//  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 <config.h>
 
-#include "dispenser.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/snowball.h"
+#include "dispenser.hpp"
+
+#include "object/bullet.hpp"
+#include "random_generator.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+#include "sector.hpp"
+#include "object/player.hpp"
+#include "log.hpp"
 
+#include <stdexcept>
 
-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);
-  sprite = sprite_manager->create("dispenser");
-  sprite->set_action("working");
+  set_colgroup_active(COLGROUP_MOVING_STATIC);
+  sound_manager->preload("sounds/squish.wav");
+  reader.get("cycle", cycle);
+  reader.get("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 == "rocketlauncher") {
+    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");
+  }
+
+  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("cycle", cycle);
-  writer.write_string("badguy", badguy);
+  writer.write("x", start_position.x);
+  writer.write("y", start_position.y);
+  writer.write("cycle", cycle);
+  writer.write("random", random);
+  writer.write("type", type);
+  writer.write("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)
 {
-  //FIXME: Should act like a normal tile when killed
-  sprite->set_action("broken");
+  //Cannon launching MrRocket can be broken by jumping on it
+  //other dispensers are not that fragile.
+  if (broken || type != "rocketlauncher") {
+    return false;
+  }
+
+  sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
   dispense_timer.start(0);
-  player.bounce(*this);
+  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_action(float )
+Dispenser::active_update(float )
 {
-   if (dispense_timer.check()) {
+  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;
+      }
+
+      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();
-   }
+    }
+  }
 }
 
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Dispenser::launch_badguy()
 {
-  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());
+  //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 (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];
+
+    if(badguy == "random") {
+      log_warning << "random is outdated; use a list of badguys to select from." << std::endl;
+      return;
+    }
+
+    GameObject* badguy_object = NULL;
+
+    try {
+      Vector spawnpoint;
+
+      if (type == "dropper")
+        spawnpoint = Vector(get_pos().x, get_pos().y+32);
+      else if (type == "cannon")
+        spawnpoint = Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y);
+      else if (type == "rocketlauncher")
+        spawnpoint = Vector(get_pos().x + (launchdir == LEFT ? -32 : 32), get_pos().y);
+
+      badguy_object = create_object(badguy, Vector(get_pos().x, get_pos().y+32), launchdir);
+
+      if (badguy_object)
+        Sector::current()->add_object(badguy_object);
+    } catch(std::exception& e) {
+      log_warning << "Error dispensing badguy: " << e.what() << std::endl;
+      return;
+    }
   }
+}
 
-  return CONTINUE;
+void
+Dispenser::freeze()
+{
+  BadGuy::freeze();
+  dispense_timer.stop();
 }
 
-//TODO: Add launching velocity to badguys
-//      Add more badguys and randomizer
-//      Clean up stuff I copied without understanding what it does :)
-//      Stop dispensing when game is paused
-//      Lots-O-Stuff (tm)
 void
-Dispenser::launch_badguy()
+Dispenser::unfreeze()
 {
-   //FIXME: Does is_offscreen() work right here?
-   if (!is_offscreen()) {
-    if (badguy == "snowball")
-      Sector::current()->add_object(new SnowBall(get_pos().x-2, get_pos().y));
-    else if (badguy == "bouncingsnowball")
-      Sector::current()->add_object(new BouncingSnowball(get_pos().x-2, get_pos().y, dir));
-    else if (badguy == "random")
-      {}
-   }
+  BadGuy::unfreeze();
+  activate();
+}
+
+bool
+Dispenser::is_freezable() const
+{
+  return true;
 }
+IMPLEMENT_FACTORY(Dispenser, "dispenser")