-// $Id$
-//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// 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 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 3 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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "badguy/stalactite.hpp"
-#include "stalactite.hpp"
+#include "math/random_generator.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
-static const int SHAKE_RANGE = 40;
-static const float SHAKE_TIME = .8;
-static const float SQUISH_TIME = 2;
+static const int SHAKE_RANGE_X = 40;
+static const float SHAKE_TIME = .8f;
+static const float SHAKE_RANGE_Y = 400;
-Stalactite::Stalactite(const lisp::Lisp& lisp)
+Stalactite::Stalactite(const Reader& lisp) :
+ BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1),
+ timer(),
+ state(STALACTITE_HANGING)
{
- lisp.get("x", start_position.x);
- lisp.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
- state = STALACTITE_HANGING;
countMe = false;
-}
-
-void
-Stalactite::write(lisp::Writer& writer)
-{
- writer.start_list("stalactite");
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
- writer.end_list("stalactite");
+ set_colgroup_active(COLGROUP_TOUCHABLE);
}
void
if(state == STALACTITE_HANGING) {
Player* player = this->get_nearest_player();
if (player) {
- if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
- && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
- && player->get_bbox().p2.y > bbox.p1.y) {
+ if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
+ && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
+ && player->get_bbox().p2.y > bbox.p1.y
+ && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
+ set_colgroup_active(COLGROUP_MOVING);
}
- } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
+ } else if(state == STALACTITE_FALLING) {
movement = physic.get_movement(elapsed_time);
- if(state == STALACTITE_SQUISHED && timer.check())
- remove_me();
}
}
-HitResponse
-Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Stalactite::squish()
+{
+ state = STALACTITE_SQUISHED;
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ set_state(STATE_SQUISHED);
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
+ run_dead_script();
+}
+
+void
+Stalactite::collision_solid(const CollisionHit& hit)
{
- if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
- return FORCE_MOVE;
-
- if(hit.normal.y < .9) { // hit floor?
- state = STALACTITE_SQUISHED;
- set_group(COLGROUP_MOVING_ONLY_STATIC);
+ if(state == STALACTITE_FALLING) {
+ if (hit.bottom) squish();
+ }
+ if(state == STALACTITE_SQUISHED) {
physic.set_velocity_y(0);
- sprite->set_action("squished");
- if(!timer.started())
- timer.start(SQUISH_TIME);
}
-
- return CONTINUE;
}
HitResponse
Stalactite::collision_player(Player& player, const CollisionHit& )
{
if(state != STALACTITE_SQUISHED) {
- player.kill(Player::SHRINK);
+ player.kill(false);
}
return FORCE_MOVE;
}
+HitResponse
+Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
+{
+ if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
+
+ // ignore other Stalactites
+ if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+
+ if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
+ if (other.is_freezable()) {
+ other.freeze();
+ } else {
+ other.kill_fall();
+ }
+
+ remove_me();
+
+ return FORCE_MOVE;
+}
+
void
Stalactite::kill_fall()
{
{
if(get_state() != STATE_ACTIVE)
return;
-
+
+ if(state == STALACTITE_SQUISHED) {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ return;
+ }
+
if(state == STALACTITE_SHAKING) {
- sprite->draw(context, get_pos() + Vector((rand() % 6)-3, 0), LAYER_OBJECTS);
+ sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), layer);
}
}
remove_me();
}
-IMPLEMENT_FACTORY(Stalactite, "stalactite")
+/* EOF */