1 | // SuperTux |
2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
3 | // |
4 | // This program is free software: you can redistribute it and/or modify |
5 | // it under the terms of the GNU General Public License as published by |
6 | // the Free Software Foundation, either version 3 of the License, or |
7 | // (at your option) any later version. |
8 | // |
9 | // This program is distributed in the hope that it will be useful, |
10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 | // GNU General Public License for more details. |
13 | // |
14 | // You should have received a copy of the GNU General Public License |
15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
16 | |
17 | #include "badguy/bomb.hpp" |
18 | |
19 | #include "audio/sound_manager.hpp" |
20 | #include "audio/sound_source.hpp" |
21 | #include "object/explosion.hpp" |
22 | #include "object/player.hpp" |
23 | #include "sprite/sprite.hpp" |
24 | #include "supertux/sector.hpp" |
25 | |
26 | Bomb::Bomb(const Vector& pos, Direction dir_, const std::string& custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ ) : |
27 | BadGuy( pos, dir_, custom_sprite ), |
28 | ticking(SoundManager::current()->create_sound_source("sounds/fizz.wav" )) |
29 | { |
30 | set_action(dir_ == Direction::LEFT ? "ticking-left" : "ticking-right" , 1); |
31 | m_countMe = false; |
32 | |
33 | ticking->set_position(get_pos()); |
34 | ticking->set_looping(true); |
35 | ticking->set_gain(1.0f); |
36 | ticking->set_reference_distance(32); |
37 | ticking->play(); |
38 | } |
39 | |
40 | void |
41 | Bomb::collision_solid(const CollisionHit& hit) |
42 | { |
43 | if (is_grabbed()) { |
44 | return; |
45 | } |
46 | if (hit.top || hit.bottom) |
47 | m_physic.set_velocity_y(0); |
48 | if (hit.left || hit.right) |
49 | m_physic.set_velocity_x(-m_physic.get_velocity_x()); |
50 | if (hit.crush) |
51 | m_physic.set_velocity(0, 0); |
52 | |
53 | update_on_ground_flag(hit); |
54 | } |
55 | |
56 | HitResponse |
57 | Bomb::collision_player(Player& , const CollisionHit& ) |
58 | { |
59 | return ABORT_MOVE; |
60 | } |
61 | |
62 | HitResponse |
63 | Bomb::collision_badguy(BadGuy& , const CollisionHit& ) |
64 | { |
65 | return ABORT_MOVE; |
66 | } |
67 | |
68 | void |
69 | Bomb::active_update(float dt_sec) |
70 | { |
71 | if (on_ground()) m_physic.set_velocity_x(0); |
72 | |
73 | ticking->set_position(get_pos()); |
74 | if (m_sprite->animation_done()) { |
75 | explode(); |
76 | } |
77 | else if (!is_grabbed()) { |
78 | m_col.m_movement = m_physic.get_movement(dt_sec); |
79 | } |
80 | } |
81 | |
82 | void |
83 | Bomb::explode() |
84 | { |
85 | ticking->stop(); |
86 | |
87 | // Make the player let go before we explode, otherwise the player is holding |
88 | // an invalid object. There's probably a better way to do this than in the |
89 | // Bomb class. |
90 | if (is_grabbed()) { |
91 | auto player = dynamic_cast<Player*>(m_owner); |
92 | |
93 | if (player) |
94 | player->stop_grabbing(); |
95 | } |
96 | |
97 | if (is_valid()) { |
98 | remove_me(); |
99 | Sector::get().add<Explosion>(m_col.m_bbox.get_middle()); |
100 | } |
101 | |
102 | run_dead_script(); |
103 | } |
104 | |
105 | void |
106 | Bomb::kill_fall() |
107 | { |
108 | explode(); |
109 | } |
110 | |
111 | void |
112 | Bomb::ignite() |
113 | { |
114 | explode(); |
115 | } |
116 | |
117 | void |
118 | Bomb::grab(MovingObject& object, const Vector& pos, Direction dir_) |
119 | { |
120 | Portable::grab(object, pos, dir_); |
121 | m_col.m_movement = pos - get_pos(); |
122 | m_dir = dir_; |
123 | |
124 | // We actually face the opposite direction of Tux here to make the fuse more |
125 | // visible instead of hiding it behind Tux |
126 | m_sprite->set_action_continued(m_dir == Direction::LEFT ? "ticking-right" : "ticking-left" ); |
127 | set_colgroup_active(COLGROUP_DISABLED); |
128 | } |
129 | |
130 | void |
131 | Bomb::ungrab(MovingObject& object, Direction dir_) |
132 | { |
133 | m_dir = dir_; |
134 | // This object is now thrown. |
135 | int toss_velocity_x = 0; |
136 | int toss_velocity_y = 0; |
137 | auto player = dynamic_cast<Player*> (&object); |
138 | |
139 | // toss upwards |
140 | if (dir_ == Direction::UP) |
141 | toss_velocity_y += -500; |
142 | |
143 | // toss to the side when moving sideways |
144 | if (player && player->get_physic().get_velocity_x()*(dir_ == Direction::LEFT ? -1 : 1) > 1) { |
145 | toss_velocity_x += (dir_ == Direction::LEFT) ? -200 : 200; |
146 | toss_velocity_y = (toss_velocity_y < -200) ? toss_velocity_y : -200; |
147 | // toss farther when running |
148 | if (player && player->get_physic().get_velocity_x()*(dir_ == Direction::LEFT ? -1 : 1) > 200) |
149 | toss_velocity_x += static_cast<int>(player->get_physic().get_velocity_x() - (190.0f * (dir_ == Direction::LEFT ? -1.0f : 1.0f))); |
150 | } |
151 | |
152 | m_physic.set_velocity(static_cast<float>(toss_velocity_x), |
153 | static_cast<float>(toss_velocity_y)); |
154 | |
155 | set_colgroup_active(COLGROUP_MOVING); |
156 | Portable::ungrab(object, dir_); |
157 | } |
158 | |
159 | void Bomb::stop_looping_sounds() |
160 | { |
161 | if (ticking) { |
162 | ticking->stop(); |
163 | } |
164 | } |
165 | |
166 | void Bomb::play_looping_sounds() |
167 | { |
168 | if (ticking) { |
169 | ticking->play(); |
170 | } |
171 | } |
172 | |
173 | /* EOF */ |
174 | |