| 1 | // SuperTux BadGuy GoldBomb - a bomb that throws up coins when exploding |
| 2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
| 3 | // Copyright (C) 2013 LMH <lmh.0013@gmail.com> |
| 4 | // |
| 5 | // This program is free software: you can redistribute it and/or modify |
| 6 | // it under the terms of the GNU General Public License as published by |
| 7 | // the Free Software Foundation, either version 3 of the License, or |
| 8 | // (at your option) any later version. |
| 9 | // |
| 10 | // This program is distributed in the hope that it will be useful, |
| 11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | // GNU General Public License for more details. |
| 14 | // |
| 15 | // You should have received a copy of the GNU General Public License |
| 16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 17 | |
| 18 | #include "badguy/goldbomb.hpp" |
| 19 | |
| 20 | #include "audio/sound_manager.hpp" |
| 21 | #include "audio/sound_source.hpp" |
| 22 | #include "object/coin_explode.hpp" |
| 23 | #include "object/explosion.hpp" |
| 24 | #include "object/player.hpp" |
| 25 | #include "sprite/sprite.hpp" |
| 26 | #include "sprite/sprite_manager.hpp" |
| 27 | #include "supertux/sector.hpp" |
| 28 | #include "util/reader_mapping.hpp" |
| 29 | |
| 30 | GoldBomb::GoldBomb(const ReaderMapping& reader) : |
| 31 | WalkingBadguy(reader, "images/creatures/gold_bomb/gold_bomb.sprite" , "left" , "right" ), |
| 32 | tstate(STATE_NORMAL), |
| 33 | ticking() |
| 34 | { |
| 35 | walk_speed = 80; |
| 36 | max_drop_height = 16; |
| 37 | |
| 38 | //Prevent stutter when Tux jumps on Gold Bomb |
| 39 | SoundManager::current()->preload("sounds/explosion.wav" ); |
| 40 | |
| 41 | //Check if we need another sprite |
| 42 | if ( !reader.get( "sprite" , m_sprite_name ) ){ |
| 43 | return; |
| 44 | } |
| 45 | if (m_sprite_name.empty()) { |
| 46 | m_sprite_name = "images/creatures/gold_bomb/gold_bomb.sprite" ; |
| 47 | return; |
| 48 | } |
| 49 | //Replace sprite |
| 50 | m_sprite = SpriteManager::current()->create( m_sprite_name ); |
| 51 | } |
| 52 | |
| 53 | void |
| 54 | GoldBomb::collision_solid(const CollisionHit& hit) |
| 55 | { |
| 56 | if (tstate == STATE_TICKING) { |
| 57 | if (hit.bottom) { |
| 58 | m_physic.set_velocity_y(0); |
| 59 | m_physic.set_velocity_x(0); |
| 60 | }else if (hit.left || hit.right) |
| 61 | m_physic.set_velocity_x(-m_physic.get_velocity_x()); |
| 62 | else if (hit.top) |
| 63 | m_physic.set_velocity_y(0); |
| 64 | update_on_ground_flag(hit); |
| 65 | return; |
| 66 | } |
| 67 | WalkingBadguy::collision_solid(hit); |
| 68 | } |
| 69 | |
| 70 | HitResponse |
| 71 | GoldBomb::collision(GameObject& object, const CollisionHit& hit) |
| 72 | { |
| 73 | if (tstate == STATE_TICKING) { |
| 74 | if ( dynamic_cast<Player*>(&object) ) { |
| 75 | return ABORT_MOVE; |
| 76 | } |
| 77 | if ( dynamic_cast<BadGuy*>(&object) ) { |
| 78 | return ABORT_MOVE; |
| 79 | } |
| 80 | } |
| 81 | if (is_grabbed()) |
| 82 | return FORCE_MOVE; |
| 83 | return WalkingBadguy::collision(object, hit); |
| 84 | } |
| 85 | |
| 86 | HitResponse |
| 87 | GoldBomb::collision_player(Player& player, const CollisionHit& hit) |
| 88 | { |
| 89 | if (tstate == STATE_TICKING) |
| 90 | return FORCE_MOVE; |
| 91 | if (is_grabbed()) |
| 92 | return FORCE_MOVE; |
| 93 | return WalkingBadguy::collision_player(player, hit); |
| 94 | } |
| 95 | |
| 96 | HitResponse |
| 97 | GoldBomb::collision_badguy(BadGuy& badguy, const CollisionHit& hit) |
| 98 | { |
| 99 | if (tstate == STATE_TICKING) |
| 100 | return FORCE_MOVE; |
| 101 | return WalkingBadguy::collision_badguy(badguy, hit); |
| 102 | } |
| 103 | |
| 104 | bool |
| 105 | GoldBomb::collision_squished(GameObject& object) |
| 106 | { |
| 107 | Player* player = dynamic_cast<Player*>(&object); |
| 108 | if (player && player->is_invincible()) { |
| 109 | player->bounce(*this); |
| 110 | kill_fall(); |
| 111 | return true; |
| 112 | } |
| 113 | if (is_valid() && tstate == STATE_NORMAL) { |
| 114 | tstate = STATE_TICKING; |
| 115 | m_frozen = false; |
| 116 | set_action(m_dir == Direction::LEFT ? "ticking-left" : "ticking-right" , 1); |
| 117 | m_physic.set_velocity_x(0); |
| 118 | |
| 119 | if (player) |
| 120 | player->bounce(*this); |
| 121 | |
| 122 | ticking = SoundManager::current()->create_sound_source("sounds/fizz.wav" ); |
| 123 | ticking->set_position(get_pos()); |
| 124 | ticking->set_looping(true); |
| 125 | ticking->set_gain(1.0f); |
| 126 | ticking->set_reference_distance(32); |
| 127 | ticking->play(); |
| 128 | } |
| 129 | return true; |
| 130 | } |
| 131 | |
| 132 | void |
| 133 | GoldBomb::active_update(float dt_sec) |
| 134 | { |
| 135 | if (tstate == STATE_TICKING) { |
| 136 | if (on_ground()) m_physic.set_velocity_x(0); |
| 137 | ticking->set_position(get_pos()); |
| 138 | if (m_sprite->animation_done()) { |
| 139 | kill_fall(); |
| 140 | } |
| 141 | else if (!is_grabbed()) { |
| 142 | m_col.m_movement = m_physic.get_movement(dt_sec); |
| 143 | } |
| 144 | return; |
| 145 | } |
| 146 | if (is_grabbed()) |
| 147 | return; |
| 148 | WalkingBadguy::active_update(dt_sec); |
| 149 | } |
| 150 | |
| 151 | void |
| 152 | GoldBomb::kill_fall() |
| 153 | { |
| 154 | if (tstate == STATE_TICKING) |
| 155 | ticking->stop(); |
| 156 | |
| 157 | // Make the player let go before we explode, otherwise the player is holding |
| 158 | // an invalid object. There's probably a better way to do this than in the |
| 159 | // GoldBomb class. |
| 160 | if (is_grabbed()) { |
| 161 | Player* player = dynamic_cast<Player*>(m_owner); |
| 162 | |
| 163 | if (player) |
| 164 | player->stop_grabbing(); |
| 165 | } |
| 166 | |
| 167 | if (is_valid()) { |
| 168 | remove_me(); |
| 169 | Sector::get().add<Explosion>(m_col.m_bbox.get_middle()); |
| 170 | Sector::get().add<CoinExplode>(get_pos() + Vector (0, -40)); |
| 171 | } |
| 172 | |
| 173 | run_dead_script(); |
| 174 | } |
| 175 | |
| 176 | void |
| 177 | GoldBomb::ignite() |
| 178 | { |
| 179 | kill_fall(); |
| 180 | } |
| 181 | |
| 182 | void |
| 183 | GoldBomb::grab(MovingObject& object, const Vector& pos, Direction dir_) |
| 184 | { |
| 185 | Portable::grab(object,pos,dir_); |
| 186 | if (tstate == STATE_TICKING){ |
| 187 | m_col.m_movement = pos - get_pos(); |
| 188 | m_dir = dir_; |
| 189 | |
| 190 | // We actually face the opposite direction of Tux here to make the fuse more |
| 191 | // visible instead of hiding it behind Tux |
| 192 | m_sprite->set_action_continued(m_dir == Direction::LEFT ? "ticking-right" : "ticking-left" ); |
| 193 | set_colgroup_active(COLGROUP_DISABLED); |
| 194 | } |
| 195 | else if (m_frozen){ |
| 196 | m_col.m_movement = pos - get_pos(); |
| 197 | m_dir = dir_; |
| 198 | m_sprite->set_action(dir_ == Direction::LEFT ? "iced-left" : "iced-right" ); |
| 199 | set_colgroup_active(COLGROUP_DISABLED); |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | void |
| 204 | GoldBomb::ungrab(MovingObject& object, Direction dir_) |
| 205 | { |
| 206 | int toss_velocity_x = 0; |
| 207 | int toss_velocity_y = 0; |
| 208 | auto player = dynamic_cast<Player*> (&object); |
| 209 | |
| 210 | // toss upwards |
| 211 | if (dir_ == Direction::UP) |
| 212 | toss_velocity_y += -500; |
| 213 | |
| 214 | // toss to the side when moving sideways |
| 215 | if (player && player->get_physic().get_velocity_x()*(dir_ == Direction::LEFT ? -1 : 1) > 1) { |
| 216 | toss_velocity_x += (dir_ == Direction::LEFT) ? -200 : 200; |
| 217 | toss_velocity_y = (toss_velocity_y < -200) ? toss_velocity_y : -200; |
| 218 | // toss farther when running |
| 219 | if (player && player->get_physic().get_velocity_x()*(dir_ == Direction::LEFT ? -1 : 1) > 200) |
| 220 | toss_velocity_x += static_cast<int>(player->get_physic().get_velocity_x() - (190*(dir_ == Direction::LEFT ? -1 : 1))); |
| 221 | } |
| 222 | log_warning << toss_velocity_x << toss_velocity_y << std::endl;//// |
| 223 | |
| 224 | //set_pos(object.get_pos() + Vector((dir_ == LEFT ? -33 : 33), get_bbox().get_height()*0.66666 - 32)); |
| 225 | m_physic.set_velocity(static_cast<float>(toss_velocity_x), |
| 226 | static_cast<float>(toss_velocity_y)); |
| 227 | set_colgroup_active(COLGROUP_MOVING); |
| 228 | Portable::ungrab(object, dir_); |
| 229 | } |
| 230 | |
| 231 | void |
| 232 | GoldBomb::freeze() |
| 233 | { |
| 234 | if (tstate == STATE_NORMAL) { |
| 235 | WalkingBadguy::freeze(); |
| 236 | } |
| 237 | } |
| 238 | |
| 239 | bool |
| 240 | GoldBomb::is_freezable() const |
| 241 | { |
| 242 | return true; |
| 243 | } |
| 244 | |
| 245 | bool |
| 246 | GoldBomb::is_portable() const |
| 247 | { |
| 248 | return (m_frozen || (tstate == STATE_TICKING)); |
| 249 | } |
| 250 | |
| 251 | void GoldBomb::stop_looping_sounds() |
| 252 | { |
| 253 | if (ticking) { |
| 254 | ticking->stop(); |
| 255 | } |
| 256 | } |
| 257 | |
| 258 | void GoldBomb::play_looping_sounds() |
| 259 | { |
| 260 | if (tstate == STATE_TICKING && ticking) { |
| 261 | ticking->play(); |
| 262 | } |
| 263 | } |
| 264 | |
| 265 | /* EOF */ |
| 266 | |