* Implemented StayOnPlatform on badguys where useful
[supertux.git] / src / badguy / snowsnail.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20 #include <config.h>
21
22 #include "snowsnail.hpp"
23 #include "object/block.hpp"
24
25 static const float WALKSPEED = 80;
26 static const float KICKSPEED = 500;
27 static const int MAXSQUISHES = 10;
28
29 SnowSnail::SnowSnail(const lisp::Lisp& reader)
30   : ice_state(ICESTATE_NORMAL), squishcount(0)
31 {
32   reader.get("x", start_position.x);
33   reader.get("y", start_position.y);
34   stay_on_platform = false;
35   reader.get("stay-on-platform", stay_on_platform);
36   bbox.set_size(31.8, 31.8);
37   sprite = sprite_manager->create("images/creatures/snowsnail/snowsnail.sprite");
38   set_direction = false;
39 }
40
41 SnowSnail::SnowSnail(float pos_x, float pos_y, Direction d, bool stay_on_plat = false)
42   : ice_state(ICESTATE_NORMAL), squishcount(0)
43 {
44   start_position.x = pos_x;
45   start_position.y = pos_y;
46   stay_on_platform = stay_on_plat;
47   bbox.set_size(31.8, 31.8);
48   sprite = sprite_manager->create("images/creatures/snowsnail/snowsnail.sprite");
49   set_direction = true;
50   initial_direction = d;
51 }
52
53 void
54 SnowSnail::write(lisp::Writer& writer)
55 {
56   writer.start_list("mriceblock");
57
58   writer.write_float("x", start_position.x);
59   writer.write_float("y", start_position.y);
60   if (stay_on_platform) writer.write_bool("stay-on-platform", true);
61
62   writer.end_list("snowsnail");
63 }
64
65 void
66 SnowSnail::activate()
67 {
68   if (set_direction) {dir = initial_direction;}
69   physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
70   sprite->set_action(dir == LEFT ? "left" : "right");
71 }
72
73 void
74 SnowSnail::active_update(float elapsed_time)
75 {
76   if((ice_state != ICESTATE_KICKED) && flat_timer.started()) {
77     sprite->set_fps(64 - 15 * flat_timer.get_timegone());
78   }
79   if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
80     ice_state = ICESTATE_NORMAL;
81     physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
82     sprite->set_action(dir == LEFT ? "left" : "right");
83   }
84   if(ice_state == ICESTATE_NORMAL && stay_on_platform
85      && may_fall_off_platform())
86   {
87     dir = (dir == LEFT ? RIGHT : LEFT);
88     sprite->set_action(dir == LEFT ? "left" : "right");
89     physic.set_velocity_x(-physic.get_velocity_x());
90   }
91   BadGuy::active_update(elapsed_time);
92 }
93
94 HitResponse
95 SnowSnail::collision_solid(GameObject& object, const CollisionHit& hit)
96 {
97   if(fabsf(hit.normal.y) > .5) { // floor or roof
98     physic.set_velocity_y(0);
99     return CONTINUE;
100   }
101   // hit left or right
102   switch(ice_state) {
103     case ICESTATE_NORMAL:
104       dir = dir == LEFT ? RIGHT : LEFT;
105       sprite->set_action(dir == LEFT ? "left" : "right");
106       physic.set_velocity_x(-physic.get_velocity_x());       
107       break;
108     case ICESTATE_KICKED: {
109       BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
110       if(bonusblock) {
111         bonusblock->try_open();
112       }
113       Brick* brick = dynamic_cast<Brick*> (&object);
114       if(brick) {
115         brick->try_break();
116       }
117       
118       dir = dir == LEFT ? RIGHT : LEFT;
119       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
120       sprite->set_fps(64);
121       physic.set_velocity_x(-physic.get_velocity_x());
122       sound_manager->play("sounds/iceblock_bump.wav", get_pos());
123       break;
124     }
125     case ICESTATE_FLAT:
126       physic.set_velocity_x(0);
127       break;
128   }
129
130   return CONTINUE;
131 }
132
133 HitResponse
134 SnowSnail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
135 {
136   switch(ice_state) {
137     case ICESTATE_NORMAL:
138       if(fabsf(hit.normal.x) > .8) {
139         dir = dir == LEFT ? RIGHT : LEFT;
140         sprite->set_action(dir == LEFT ? "left" : "right");
141         physic.set_velocity_x(-physic.get_velocity_x());               
142       }
143       return CONTINUE;
144     case ICESTATE_FLAT:
145       return FORCE_MOVE;
146     case ICESTATE_KICKED:
147       badguy.kill_fall();
148       return FORCE_MOVE;
149     default:
150       assert(false);
151   }
152
153   return ABORT_MOVE;
154 }
155
156 bool
157 SnowSnail::collision_squished(Player& player)
158 {
159   switch(ice_state) {
160     case ICESTATE_KICKED:
161     case ICESTATE_NORMAL:
162       squishcount++;
163       if(squishcount >= MAXSQUISHES) {
164         kill_fall();
165         return true;
166       }
167
168       // flatten
169       sound_manager->play("sounds/stomp.wav", get_pos());
170       physic.set_velocity_x(0);
171       physic.set_velocity_y(0); 
172       
173       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
174       sprite->set_fps(64);
175       flat_timer.start(4);
176       ice_state = ICESTATE_FLAT;
177       break;
178     case ICESTATE_FLAT:
179       // kick
180       sound_manager->play("sounds/kick.wav", get_pos());
181
182       if(player.get_pos().x < get_pos().x) {
183         dir = RIGHT;
184       } else {
185         dir = LEFT;
186       }
187       physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
188       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
189       sprite->set_fps(64);
190       ice_state = ICESTATE_KICKED;
191       break;
192   }
193
194   player.bounce(*this);
195   return true;
196 }
197
198 IMPLEMENT_FACTORY(SnowSnail, "snowsnail")