Sorry, was too early for that patch.
[supertux.git] / src / badguy / snail.cpp
1 //  $Id$
2 //
3 //  SuperTux - Badguy "Snail"
4 //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@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  02111-1307, USA.
19
20 #include <config.h>
21
22 #include "snail.hpp"
23 #include "object/block.hpp"
24
25 namespace {
26   const float KICKSPEED = 500;
27   const int MAXSQUISHES = 10;
28   const float KICKSPEED_Y = -500; /**< y-velocity gained when kicked */
29 }
30
31 Snail::Snail(const lisp::Lisp& reader)
32   : WalkingBadguy(reader, "images/creatures/snail/snail.sprite", "left", "right"), state(STATE_NORMAL), squishcount(0)
33 {
34   walk_speed = 80;
35   max_drop_height = 600;
36   sound_manager->preload("sounds/iceblock_bump.wav");
37   sound_manager->preload("sounds/stomp.wav");
38   sound_manager->preload("sounds/kick.wav");
39 }
40
41 Snail::Snail(const Vector& pos, Direction d)
42   : WalkingBadguy(pos, d, "images/creatures/snail/snail.sprite", "left", "right"), state(STATE_NORMAL), squishcount(0)
43 {
44   walk_speed = 80;
45   max_drop_height = 600;
46   sound_manager->preload("sounds/iceblock_bump.wav");
47   sound_manager->preload("sounds/stomp.wav");
48   sound_manager->preload("sounds/kick.wav");
49 }
50
51 void
52 Snail::write(lisp::Writer& writer)
53 {
54   writer.start_list("snail");
55   WalkingBadguy::write(writer);
56   writer.end_list("snail");
57 }
58
59 void
60 Snail::activate()
61 {
62   WalkingBadguy::activate();
63   be_normal();
64 }
65
66 void
67 Snail::be_normal()
68 {
69   if (state == STATE_NORMAL) return;
70
71   state = STATE_NORMAL;
72   WalkingBadguy::activate();
73 }
74
75 void
76 Snail::be_flat()
77 {
78   state = STATE_FLAT;
79   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
80   sprite->set_fps(64);
81
82   physic.set_velocity_x(0);
83   physic.set_velocity_y(0);
84
85   flat_timer.start(4);
86 }
87
88 void
89 Snail::be_kicked()
90 {
91   state = STATE_KICKED_DELAY;
92   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
93   sprite->set_fps(64);
94
95   physic.set_velocity_x(0);
96   physic.set_velocity_y(0);
97
98   // start a timer to delay addition of upward movement until we are (hopefully) out from under the player
99   kicked_delay_timer.start(0.05);
100 }
101
102 bool
103 Snail::can_break(){
104     return state == STATE_KICKED;
105 }
106
107 void
108 Snail::active_update(float elapsed_time)
109 {
110   switch (state) {
111
112     case STATE_NORMAL:
113       WalkingBadguy::active_update(elapsed_time);
114       break;
115
116     case STATE_FLAT:
117       if (flat_timer.started()) {
118         sprite->set_fps(64 - 15 * flat_timer.get_timegone());
119       }
120       if (flat_timer.check()) {
121         be_normal();
122       }
123       BadGuy::active_update(elapsed_time);
124       break;
125
126     case STATE_KICKED_DELAY:
127       if (kicked_delay_timer.check()) {
128         physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
129         physic.set_velocity_y(KICKSPEED_Y);
130         state = STATE_KICKED;
131       }
132       BadGuy::active_update(elapsed_time);
133       break;
134
135     case STATE_KICKED:
136       physic.set_velocity_x(physic.get_velocity_x() * pow(0.99, elapsed_time/0.02));
137       if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
138       BadGuy::active_update(elapsed_time);
139       break;
140
141   }
142 }
143
144 void
145 Snail::collision_solid(const CollisionHit& hit)
146 {
147   update_on_ground_flag(hit);
148
149   switch (state) {
150     case STATE_NORMAL:
151       WalkingBadguy::collision_solid(hit);
152       break;
153     case STATE_FLAT:
154       if(hit.top || hit.bottom) {
155         physic.set_velocity_y(0);
156       }
157       if(hit.left || hit.right) {
158       }
159       break;
160     case STATE_KICKED_DELAY:
161       if(hit.top || hit.bottom) {
162         physic.set_velocity_y(0);
163       }
164       if(hit.left || hit.right) {
165         physic.set_velocity_x(0);
166       }
167       break;
168     case STATE_KICKED:
169       if(hit.top || hit.bottom) {
170         physic.set_velocity_y(0);
171       }
172       if(hit.left || hit.right) {
173         sound_manager->play("sounds/iceblock_bump.wav", get_pos());
174
175         if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
176           dir = (dir == LEFT) ? RIGHT : LEFT;
177           sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
178
179           physic.set_velocity_x(-physic.get_velocity_x()*0.75);
180           if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
181         }
182
183       }
184       break;
185   }
186
187 }
188
189 HitResponse
190 Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
191 {
192   switch(state) {
193     case STATE_NORMAL:
194       return WalkingBadguy::collision_badguy(badguy, hit);
195     case STATE_FLAT:
196     case STATE_KICKED_DELAY:
197       return FORCE_MOVE;
198     case STATE_KICKED:
199       badguy.kill_fall();
200       return FORCE_MOVE;
201     default:
202       assert(false);
203   }
204
205   return ABORT_MOVE;
206 }
207
208 bool
209 Snail::collision_squished(GameObject& object)
210 {
211   switch(state) {
212
213     case STATE_KICKED:
214     case STATE_NORMAL:
215       squishcount++;
216       if(squishcount >= MAXSQUISHES) {
217         kill_fall();
218         return true;
219       }
220
221       sound_manager->play("sounds/stomp.wav", get_pos());
222       be_flat();
223       break;
224
225     case STATE_FLAT:
226       sound_manager->play("sounds/kick.wav", get_pos());
227       {
228         MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
229         if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
230           dir = RIGHT;
231         } else {
232           dir = LEFT;
233         }
234       }
235       be_kicked();
236       break;
237
238     case STATE_KICKED_DELAY:
239       break;
240
241   }
242
243   Player* player = dynamic_cast<Player*>(&object);
244   if (player) player->bounce(*this);
245   return true;
246 }
247
248 IMPLEMENT_FACTORY(Snail, "snail")