Applied sound pre-loading patch from mathnerd314 (#331)
[supertux.git] / src / badguy / mrbomb.cpp
index 61bc9d9..558b270 100644 (file)
 #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"
+
+namespace {
+  const float TICKING_TIME = 1.0f; /**< delay until ticking MrBomb explodes */
+}
 
 MrBomb::MrBomb(const lisp::Lisp& reader)
-       : WalkingBadguy(reader, "images/creatures/mr_cherry/mr_cherry.sprite", "left", "right")
+       : WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
 {
   walk_speed = 80;
-  max_drop_height = 0;
+  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_cherry/mr_cherry.sprite";
+    sprite_name = "images/creatures/mr_bomb/mr_bomb.sprite";
     return;
   }
-  //Replace sprite 
+  //Replace sprite
   sprite = sprite_manager->create( sprite_name );
 }
 
 /* MrBomb created by a despencer always gets default sprite atm.*/
 MrBomb::MrBomb(const Vector& pos, Direction d)
-       : WalkingBadguy(pos, d, "images/creatures/mr_cherry/mr_cherry.sprite", "left", "right")
+       : WalkingBadguy(pos, d, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
 {
   walk_speed = 80;
-  max_drop_height = 0;
+  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
@@ -57,22 +84,135 @@ MrBomb::write(lisp::Writer& writer)
   writer.end_list("mrbomb");
 }
 
+HitResponse
+MrBomb::collision(GameObject& object, const CollisionHit& hit)
+{
+  if(grabbed)
+    return FORCE_MOVE;
+  return WalkingBadguy::collision(object, hit);
+}
+
+HitResponse
+MrBomb::collision_player(Player& player, const CollisionHit& hit)
+{
+  if(grabbed)
+    return FORCE_MOVE;
+  return WalkingBadguy::collision_player(player, hit);
+}
+
 bool
-MrBomb::collision_squished(Player& player)
+MrBomb::collision_squished(GameObject& object)
 {
-  remove_me();
-  Sector::current()->add_object(new Bomb(get_pos(), dir, sprite_name ));
-  kill_squished(player);
+  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 (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);
+
+  run_dead_script();
+}
+
+void
 MrBomb::kill_fall()
 {
   remove_me();
-  Bomb* bomb = new Bomb(get_pos(), dir, sprite_name );
-  Sector::current()->add_object(bomb);
-  bomb->explode();
+  Explosion* explosion = new Explosion(get_bbox().get_middle());
+  Sector::current()->add_object(explosion);
+
+  run_dead_script();
+}
+
+void
+MrBomb::grab(MovingObject&, const Vector& pos, Direction dir)
+{
+  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;
+}
+
+void
+MrBomb::ungrab(MovingObject& , Direction dir)
+{
+  this->dir = dir;
+  set_colgroup_active(COLGROUP_MOVING);
+  grabbed = false;
+}
+
+void
+MrBomb::freeze()
+{
+  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;
+  }
+}
+
+void
+MrBomb::unfreeze()
+{
+  WalkingBadguy::unfreeze();
+}
+
+bool
+MrBomb::is_freezable() const
+{
+  return true;
+}
+
+bool
+MrBomb::is_portable() const
+{
+  return frozen;
 }
 
 IMPLEMENT_FACTORY(MrBomb, "mrbomb")