#include <config.h>
#include "mrbomb.hpp"
-#include "bomb.hpp"
+#include "object/explosion.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "level.hpp"
-static const float WALKSPEED = 80;
+namespace {
+ const float TICKING_TIME = 1.0f; /**< delay until ticking MrBomb explodes */
+}
MrBomb::MrBomb(const lisp::Lisp& reader)
+ : WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- stay_on_platform = false;
- reader.get("stay-on-platform", stay_on_platform);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/mr_bomb/mr_bomb.sprite");
- set_direction = false;
+ walk_speed = 80;
+ max_drop_height = 16;
+ grabbed = false;
+
+ sound_manager->preload("sounds/explosion.wav");
+
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+
+ state = STATE_IDLE;
+
+ //Check if we need another sprite
+ if( !reader.get( "sprite", sprite_name ) ){
+ return;
+ }
+ if( sprite_name == "" ){
+ sprite_name = "images/creatures/mr_bomb/mr_bomb.sprite";
+ return;
+ }
+ //Replace sprite
+ sprite = sprite_manager->create( sprite_name );
}
-MrBomb::MrBomb(float pos_x, float pos_y, Direction d, bool stay_on_plat = false)
+/* MrBomb created by a despencer always gets default sprite atm.*/
+MrBomb::MrBomb(const Vector& pos, Direction d)
+ : WalkingBadguy(pos, d, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- stay_on_platform = stay_on_plat;
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/mr_bomb/mr_bomb.sprite");
- set_direction = true;
- initial_direction = d;
+ walk_speed = 80;
+ max_drop_height = 16;
+ grabbed = false;
+ sound_manager->preload("sounds/explosion.wav");
+
+ state = STATE_IDLE;
+
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
}
void
MrBomb::write(lisp::Writer& writer)
{
writer.start_list("mrbomb");
+ WalkingBadguy::write(writer);
+ writer.end_list("mrbomb");
+}
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
- writer.write_bool("stay-on-platform", stay_on_platform);
+HitResponse
+MrBomb::collision(GameObject& object, const CollisionHit& hit)
+{
+ if(grabbed)
+ return FORCE_MOVE;
+ return WalkingBadguy::collision(object, hit);
+}
- writer.end_list("mrbomb");
+HitResponse
+MrBomb::collision_player(Player& player, const CollisionHit& hit)
+{
+ if(grabbed)
+ return FORCE_MOVE;
+ return WalkingBadguy::collision_player(player, hit);
}
-void
-MrBomb::activate()
+bool
+MrBomb::collision_squished(GameObject& object)
{
- if (set_direction) {dir = initial_direction;}
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
- sprite->set_action(dir == LEFT ? "left" : "right");
+ if(frozen) unfreeze();
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ }
+ if (state == STATE_IDLE) {
+ if (player && countMe) Sector::current()->get_level()->stats.badguys++;
+ state = STATE_TICKING;
+
+ // TODO: currently we need to re-create ticking sound object every time, in case we had to stop it
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+
+ ticking->play();
+ ticking_timer.start(TICKING_TIME);
+ walk_left_action = "ticking-left";
+ walk_right_action = "ticking-right";
+ sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
+ }
+ return true;
}
void
MrBomb::active_update(float elapsed_time)
{
- if (stay_on_platform && may_fall_off_platform())
- {
- dir = (dir == LEFT ? RIGHT : LEFT);
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ if (state == STATE_TICKING) {
+ ticking->set_position(get_pos());
+ if(ticking_timer.check()) {
+ explode();
+ }
}
+ if(grabbed)
+ return;
+ WalkingBadguy::active_update(elapsed_time);
+}
+
+void
+MrBomb::explode()
+{
+ ticking->stop();
+
+ remove_me();
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);
- BadGuy::active_update(elapsed_time);
+ run_dead_script();
}
-bool
-MrBomb::collision_squished(Player& player)
+void
+MrBomb::kill_fall()
{
remove_me();
- Sector::current()->add_object(new Bomb(get_pos(), dir));
- kill_squished(player);
- return true;
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);
+
+ run_dead_script();
}
-HitResponse
-MrBomb::collision_solid(GameObject& , const CollisionHit& hit)
+void
+MrBomb::grab(MovingObject&, const Vector& pos, Direction dir)
{
- 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());
- }
+ assert(frozen);
+ movement = pos - get_pos();
+ this->dir = dir;
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+ set_colgroup_active(COLGROUP_DISABLED);
+ grabbed = true;
+}
- return CONTINUE;
+void
+MrBomb::ungrab(MovingObject& , Direction dir)
+{
+ this->dir = dir;
+ set_colgroup_active(COLGROUP_MOVING);
+ grabbed = false;
}
-HitResponse
-MrBomb::collision_badguy(BadGuy& , const CollisionHit& hit)
+void
+MrBomb::freeze()
{
- if(fabsf(hit.normal.x) > .8) { // left or right
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ WalkingBadguy::freeze();
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+ if (state == STATE_TICKING) {
+ ticking_timer.stop();
+ ticking->stop();
+ walk_left_action = "left";
+ walk_right_action = "right";
+ state = STATE_IDLE;
}
-
- return CONTINUE;
}
void
-MrBomb::kill_fall()
+MrBomb::unfreeze()
{
- remove_me();
- Bomb* bomb = new Bomb(get_pos(), dir);
- Sector::current()->add_object(bomb);
- bomb->explode();
+ WalkingBadguy::unfreeze();
+}
+
+bool
+MrBomb::is_freezable() const
+{
+ return true;
+}
+
+bool
+MrBomb::is_portable() const
+{
+ return frozen;
}
IMPLEMENT_FACTORY(MrBomb, "mrbomb")