Applied sound pre-loading patch from mathnerd314 (#331)
[supertux.git] / src / badguy / mrbomb.cpp
index dbf23b7..558b270 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 "mrbomb.h"
-#include "bomb.h"
+#include "mrbomb.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(LispReader& reader)
+MrBomb::MrBomb(const lisp::Lisp& reader)
+       : WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
 {
-  reader.read_float("x", start_position.x);
-  reader.read_float("y", start_position.y);
-  bbox.set_size(32, 32);
-  sprite = sprite_manager->create("mrbomb");
+  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)
+/* 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;
-  bbox.set_size(32, 32);
-  sprite = sprite_manager->create("mrbomb");
+  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(LispWriter& writer)
+MrBomb::write(lisp::Writer& writer)
 {
   writer.start_list("mrbomb");
+  WalkingBadguy::write(writer);
+  writer.end_list("mrbomb");
+}
 
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+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);
+}
+
+bool
+MrBomb::collision_squished(GameObject& object)
+{
+  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::activate()
+MrBomb::active_update(float elapsed_time)
 {
-  physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
-  sprite->set_action(dir == LEFT ? "left" : "right");
+  if (state == STATE_TICKING) {
+    ticking->set_position(get_pos());
+    if(ticking_timer.check()) {
+      explode();
+    }
+  }
+  if(grabbed)
+    return;
+  WalkingBadguy::active_update(elapsed_time);
 }
 
-bool
-MrBomb::collision_squished(Player& player)
+void
+MrBomb::explode()
 {
+  ticking->stop();
+
   remove_me();
-  Sector::current()->add_object(new Bomb(get_pos(), dir));
-  player.bounce(*this);
-  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::kill_fall()
+{
+  remove_me();
+  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()
 {
-  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());
+  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();
+}
 
-  return CONTINUE;
+bool
+MrBomb::is_freezable() const
+{
+  return true;
+}
+
+bool
+MrBomb::is_portable() const
+{
+  return frozen;
 }
 
+IMPLEMENT_FACTORY(MrBomb, "mrbomb")