[ Patch #1793 ] Turn physic into POD
[supertux.git] / src / badguy / mriceblock.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 "mriceblock.hpp"
23 #include "object/block.hpp"
24
25 namespace {
26   const float KICKSPEED = 500;
27   const int MAXSQUISHES = 10;
28 }
29
30 MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
31   : WalkingBadguy(reader, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
32 {
33   walk_speed = 80;
34   max_drop_height = 600;
35   sound_manager->preload("sounds/iceblock_bump.wav");
36   sound_manager->preload("sounds/stomp.wav");
37   sound_manager->preload("sounds/kick.wav");
38 }
39
40 MrIceBlock::MrIceBlock(const Vector& pos, Direction d)
41   : WalkingBadguy(pos, d, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
42 {
43   walk_speed = 80;
44   max_drop_height = 600;
45   sound_manager->preload("sounds/iceblock_bump.wav");
46   sound_manager->preload("sounds/stomp.wav");
47   sound_manager->preload("sounds/kick.wav");
48 }
49
50 void
51 MrIceBlock::write(lisp::Writer& writer)
52 {
53   writer.start_list("mriceblock");
54   WalkingBadguy::write(writer);
55   writer.end_list("mriceblock");
56 }
57
58 void
59 MrIceBlock::activate()
60 {
61   WalkingBadguy::activate();
62   set_state(ICESTATE_NORMAL);
63 }
64
65 void
66 MrIceBlock::active_update(float elapsed_time)
67 {
68   if(ice_state == ICESTATE_GRABBED)
69     return;
70
71   if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
72     set_state(ICESTATE_NORMAL);
73   }
74
75   if (ice_state == ICESTATE_NORMAL)
76   {
77     WalkingBadguy::active_update(elapsed_time);
78     return;
79   }
80
81   BadGuy::active_update(elapsed_time);
82 }
83
84 bool
85 MrIceBlock::can_break(){
86     return ice_state == ICESTATE_KICKED;
87 }
88
89 void
90 MrIceBlock::collision_solid(const CollisionHit& hit)
91 {
92   update_on_ground_flag(hit);
93
94   if(hit.top || hit.bottom) { // floor or roof
95     physic.vy = 0;
96     return;
97   }
98
99   // hit left or right
100   switch(ice_state) {
101     case ICESTATE_NORMAL:
102       WalkingBadguy::collision_solid(hit);
103       break;
104     case ICESTATE_KICKED: {
105       if(hit.right && dir == RIGHT) {
106         dir = LEFT;
107         sound_manager->play("sounds/iceblock_bump.wav", get_pos());
108         physic.vx = -KICKSPEED;
109       } else if(hit.left && dir == LEFT) {
110         dir = RIGHT;
111         sound_manager->play("sounds/iceblock_bump.wav", get_pos());
112         physic.vx = KICKSPEED;
113       }
114       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
115       break;
116     }
117     case ICESTATE_FLAT:
118       physic.vx = 0;
119       break;
120     case ICESTATE_GRABBED:
121       break;
122   }
123 }
124
125 HitResponse
126 MrIceBlock::collision(GameObject& object, const CollisionHit& hit)
127 {
128   if(ice_state == ICESTATE_GRABBED)
129     return FORCE_MOVE;
130
131   return BadGuy::collision(object, hit);
132 }
133
134 HitResponse
135 MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
136 {
137   if(ice_state == ICESTATE_GRABBED)
138     return FORCE_MOVE;
139
140   // handle kicks from left or right side
141   if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
142     if(hit.left) {
143       dir = RIGHT;
144       player.kick();
145       set_state(ICESTATE_KICKED);
146       return FORCE_MOVE;
147     } else if(hit.right) {
148       dir = LEFT;
149       player.kick();
150       set_state(ICESTATE_KICKED);
151       return FORCE_MOVE;
152     }
153   }
154
155   return BadGuy::collision_player(player, hit);
156 }
157
158 HitResponse
159 MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
160 {
161   switch(ice_state) {
162     case ICESTATE_NORMAL:
163       return WalkingBadguy::collision_badguy(badguy, hit);
164     case ICESTATE_FLAT:
165       return FORCE_MOVE;
166     case ICESTATE_KICKED:
167       badguy.kill_fall();
168       return FORCE_MOVE;
169     default:
170       assert(false);
171   }
172
173   return ABORT_MOVE;
174 }
175
176 bool
177 MrIceBlock::collision_squished(GameObject& object)
178 {
179   switch(ice_state) {
180     case ICESTATE_KICKED:
181     case ICESTATE_NORMAL:
182       squishcount++;
183       if(squishcount >= MAXSQUISHES) {
184         kill_fall();
185         return true;
186       }
187
188       set_state(ICESTATE_FLAT);
189       break;
190     case ICESTATE_FLAT:
191       {
192         MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
193         if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
194           dir = RIGHT;
195         } else {
196           dir = LEFT;
197         }
198       }
199       set_state(ICESTATE_KICKED);
200       break;
201     case ICESTATE_GRABBED:
202       assert(false);
203       break;
204   }
205
206   Player* player = dynamic_cast<Player*>(&object);
207   if (player) player->bounce(*this);
208   return true;
209 }
210
211 void
212 MrIceBlock::set_state(IceState state)
213 {
214   if(ice_state == state)
215     return;
216
217   switch(state) {
218     case ICESTATE_NORMAL:
219       WalkingBadguy::activate();
220       break;
221     case ICESTATE_FLAT:
222       sound_manager->play("sounds/stomp.wav", get_pos());
223       physic.vx = 0;
224       physic.vy = 0;
225
226       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
227       flat_timer.start(4);
228       break;
229     case ICESTATE_KICKED:
230       sound_manager->play("sounds/kick.wav", get_pos());
231
232       physic.vx = (dir == LEFT ? -KICKSPEED : KICKSPEED);
233       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
234       // we should slide above 1 block holes now...
235       bbox.set_size(34, 31.8);
236       break;
237     case ICESTATE_GRABBED:
238       flat_timer.stop();
239       break;
240     default:
241       assert(false);
242   }
243   ice_state = state;
244 }
245
246 void
247 MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
248 {
249   movement = pos - get_pos();
250   this->dir = dir;
251   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
252   set_state(ICESTATE_GRABBED);
253   set_group(COLGROUP_DISABLED);
254 }
255
256 void
257 MrIceBlock::ungrab(MovingObject& , Direction dir)
258 {
259   this->dir = dir;
260   set_state(ICESTATE_KICKED);
261   set_group(COLGROUP_MOVING);
262 }
263
264 bool
265 MrIceBlock::is_portable() const
266 {
267   return ice_state == ICESTATE_FLAT;
268 }
269
270 IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")