bcf6d90f888317a718b68eea2b585664d91fb098
[supertux.git] / src / badguy / angrystone.cpp
1 //  $Id$
2 //
3 //  AngryStone - A spiked block that charges towards the player
4 //  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.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
19 //  02111-1307, USA.
20
21 #include <config.h>
22
23 #include "angrystone.hpp"
24
25 static const float SPEED = 240;
26
27 static const float CHARGE_TIME = .5;
28 static const float ATTACK_TIME = 1;
29 static const float RECOVER_TIME = .5;
30
31 AngryStone::AngryStone(const lisp::Lisp& reader)
32         : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
33 {
34 }
35
36 void
37 AngryStone::write(lisp::Writer& writer)
38 {
39   writer.start_list("angrystone");
40
41   writer.write_float("x", start_position.x);
42   writer.write_float("y", start_position.y);
43
44   writer.end_list("angrystone");
45 }
46
47 void
48 AngryStone::activate()
49 {
50   physic.set_velocity_x(0);
51   physic.set_velocity_y(0);
52   physic.enable_gravity(true);
53   sprite->set_action("idle");
54 }
55
56 void
57 AngryStone::collision_solid(const CollisionHit& hit)
58 {
59   // TODO
60   (void) hit;
61 #if 0
62   if ((state == ATTACKING) && 
63       (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
64     state = IDLE;
65     sprite->set_action("idle");
66     physic.set_velocity_x(0);
67     physic.set_velocity_y(0);
68     physic.enable_gravity(true);
69     oldWallDirection.x = attackDirection.x;
70     oldWallDirection.y = attackDirection.y;
71   }
72 #endif
73 }
74
75 void
76 AngryStone::kill_fall()
77 {
78   //prevents AngryStone from getting killed by other enemies or the player
79 }
80
81 HitResponse
82 AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
83 {
84   if (state == ATTACKING) {
85     badguy.kill_fall();
86     return FORCE_MOVE;
87   }
88
89   return FORCE_MOVE;
90 }
91
92 void 
93 AngryStone::active_update(float elapsed_time) {
94   BadGuy::active_update(elapsed_time);
95
96   if (state == IDLE) {
97     MovingObject* player = this->get_nearest_player();
98     MovingObject* badguy = this;
99     const Vector playerPos = player->get_pos();
100     const Vector badguyPos = badguy->get_pos();
101     float dx = (playerPos.x - badguyPos.x);
102     float dy = (playerPos.y - badguyPos.y);
103
104     float playerHeight = player->get_bbox().p2.y - player->get_bbox().p1.y;
105     float badguyHeight = badguy->get_bbox().p2.y - badguy->get_bbox().p1.y;
106
107     float playerWidth = player->get_bbox().p2.x - player->get_bbox().p1.x;
108     float badguyWidth = badguy->get_bbox().p2.x - badguy->get_bbox().p1.x;
109
110     if ((dx > -playerWidth) && (dx < badguyWidth)) {
111       if (dy > 0) {
112         attackDirection.x = 0;
113         attackDirection.y = 1;
114       } else {
115         attackDirection.x = 0;
116         attackDirection.y = -1;
117       }
118       if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
119         sprite->set_action("charging");
120         timer.start(CHARGE_TIME);
121         state = CHARGING;
122       }
123     } else
124     if ((dy > -playerHeight) && (dy < badguyHeight)) {
125       if (dx > 0) {
126         attackDirection.x = 1;
127         attackDirection.y = 0;
128       } else {
129         attackDirection.x = -1;
130         attackDirection.y = 0;
131       }
132       if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
133         sprite->set_action("charging");
134         timer.start(CHARGE_TIME);
135         state = CHARGING;
136       }
137     }
138
139   }
140
141   if (state == CHARGING) {
142     if (timer.check()) {
143       sprite->set_action("attacking");
144       timer.start(ATTACK_TIME);
145       state = ATTACKING;
146       physic.enable_gravity(false);
147       physic.set_velocity_x(SPEED * attackDirection.x);
148       physic.set_velocity_y(SPEED * attackDirection.y);
149       oldWallDirection.x = 0;
150       oldWallDirection.y = 0;
151     }
152   }
153
154   if (state == ATTACKING) {
155     if (timer.check()) {
156       timer.start(RECOVER_TIME);
157       state = RECOVERING;
158       sprite->set_action("idle");
159       physic.enable_gravity(true);
160       physic.set_velocity_x(0);
161       physic.set_velocity_y(0);
162     }
163   }
164
165   if (state == RECOVERING) {
166     if (timer.check()) {
167       state = IDLE;
168       sprite->set_action("idle");
169       physic.enable_gravity(true);
170       physic.set_velocity_x(0);
171       physic.set_velocity_y(0);
172     }
173   }
174
175 }
176
177 IMPLEMENT_FACTORY(AngryStone, "angrystone")