1 // SuperTux - Boss "GhostTree"
2 // Copyright (C) 2007 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/ghosttree.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/root.hpp"
21 #include "badguy/treewillowisp.hpp"
22 #include "math/random_generator.hpp"
23 #include "object/lantern.hpp"
24 #include "object/player.hpp"
25 #include "sprite/sprite.hpp"
26 #include "sprite/sprite_manager.hpp"
27 #include "supertux/object_factory.hpp"
28 #include "supertux/sector.hpp"
33 static const size_t WILLOWISP_COUNT = 10;
34 static const float ROOT_TOP_OFFSET = 64;
35 static const float WILLOWISP_TOP_OFFSET = -64;
36 static const Vector SUCK_TARGET_OFFSET = Vector(-16,-16);
37 static const float SUCK_TARGET_SPREAD = 8;
39 GhostTree::GhostTree(const Reader& lisp) :
40 BadGuy(lisp, "images/creatures/ghosttree/ghosttree.sprite", LAYER_OBJECTS - 10),
56 glow_sprite = sprite_manager->create("images/creatures/ghosttree/ghosttree-glow.sprite");
57 set_colgroup_active(COLGROUP_TOUCHABLE);
58 sound_manager->preload("sounds/tree_howling.ogg");
59 sound_manager->preload("sounds/tree_suck.ogg");
62 GhostTree::~GhostTree()
69 mystate = STATE_DYING;
70 sprite->set_action("dying", 1);
71 glow_sprite->set_action("dying", 1);
73 std::vector<TreeWillOWisp*>::iterator iter;
74 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
75 TreeWillOWisp *willo = *iter;
84 willowisp_timer.start(1.0f, true);
85 colorchange_timer.start(13, true);
86 root_timer.start(5, true);
90 GhostTree::active_update(float elapsed_time)
94 if (mystate == STATE_IDLE) {
95 if(colorchange_timer.check()) {
96 sound_manager->play("sounds/tree_howling.ogg", get_pos());
98 treecolor = (treecolor + 1) % 3;
102 case 0: col = Color(1, 0, 0); break;
103 case 1: col = Color(0, 1, 0); break;
104 case 2: col = Color(0, 0, 1); break;
105 case 3: col = Color(1, 1, 0); break;
106 case 4: col = Color(1, 0, 1); break;
107 case 5: col = Color(0, 1, 1); break;
108 default: assert(false);
110 glow_sprite->set_color(col);
113 if(suck_timer.check()) {
114 Color col = glow_sprite->get_color();
115 sound_manager->play("sounds/tree_suck.ogg", get_pos());
116 std::vector<TreeWillOWisp*>::iterator iter;
117 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
118 TreeWillOWisp *willo = *iter;
119 if(willo->get_color() == col) {
120 willo->start_sucking(get_bbox().get_middle() + SUCK_TARGET_OFFSET + Vector(gameRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD), gameRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD)));
123 mystate = STATE_SUCKING;
126 if(willowisp_timer.check()) {
127 if(willowisps.size() < WILLOWISP_COUNT) {
128 Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y + WILLOWISP_TOP_OFFSET);
129 TreeWillOWisp *willowisp
130 = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
132 Sector::current()->add_object(willowisp);
133 willowisps.push_back(willowisp);
136 if(willo_spawn_y < -160)
140 if(willo_radius > 120)
143 if(willo_speed == 1.8f) {
150 willo_color = (willo_color + 1) % 3;
151 } while(willo_color == treecolor);
153 switch(willo_color) {
154 case 0: willowisp->set_color(Color(1, 0, 0)); break;
155 case 1: willowisp->set_color(Color(0, 1, 0)); break;
156 case 2: willowisp->set_color(Color(0, 0, 1)); break;
157 case 3: willowisp->set_color(Color(1, 1, 0)); break;
158 case 4: willowisp->set_color(Color(1, 0, 1)); break;
159 case 5: willowisp->set_color(Color(0, 1, 1)); break;
160 default: assert(false);
165 if(root_timer.check()) {
166 /* TODO indicate root with an animation */
167 Player* player = get_nearest_player();
169 Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
170 Sector::current()->add_object(root);
173 } else if (mystate == STATE_SWALLOWING) {
176 assert (suck_lantern);
177 Vector pos = suck_lantern->get_pos();
178 Vector delta = get_bbox().get_middle() + SUCK_TARGET_OFFSET - pos;
179 Vector dir = delta.unit();
180 if (delta.norm() < 1) {
182 suck_lantern->ungrab(*this, RIGHT);
183 suck_lantern->remove_me();
185 sprite->set_action("swallow", 1);
188 suck_lantern->grab(*this, pos, RIGHT);
191 // wait until lantern is swallowed
192 if (sprite->animation_done()) {
193 if (is_color_deadly(suck_lantern_color)) {
196 sprite->set_action("default");
197 mystate = STATE_IDLE;
206 GhostTree::is_color_deadly(Color color) const {
207 if (color == Color(0,0,0)) return false;
208 Color my_color = glow_sprite->get_color();
209 return ((my_color.red != color.red) || (my_color.green != color.green) || (my_color.blue != color.blue));
213 GhostTree::willowisp_died(TreeWillOWisp *willowisp)
215 if ((mystate == STATE_SUCKING) && (willowisp->was_sucked)) {
216 mystate = STATE_IDLE;
218 willowisps.erase(std::find(willowisps.begin(), willowisps.end(), willowisp));
222 GhostTree::draw(DrawingContext& context)
224 BadGuy::draw(context);
226 context.push_target();
227 context.push_transform();
228 context.set_target(DrawingContext::LIGHTMAP);
229 if (mystate == STATE_SUCKING) {
230 context.set_alpha(0.5 + fmodf(game_time, 0.5));
232 context.set_alpha(0.5);
234 glow_sprite->draw(context, get_pos(), layer);
235 context.pop_transform();
236 context.pop_target();
240 GhostTree::collides(GameObject& other, const CollisionHit& ) {
241 if (mystate != STATE_SUCKING) return false;
242 if (dynamic_cast<Lantern*>(&other)) return true;
243 if (dynamic_cast<Player*>(&other)) return true;
248 GhostTree::collision(GameObject& other, const CollisionHit& ) {
249 if(mystate != STATE_SUCKING) return ABORT_MOVE;
251 Player* player = dynamic_cast<Player*>(&other);
256 Lantern* lantern = dynamic_cast<Lantern*>(&other);
258 suck_lantern = lantern;
259 suck_lantern->grab(*this, suck_lantern->get_pos(), RIGHT);
260 suck_lantern_color = lantern->get_color();
261 mystate = STATE_SWALLOWING;
268 GhostTree::spawn_lantern() {
269 Lantern* lantern = new Lantern(get_bbox().get_middle() + SUCK_TARGET_OFFSET);
270 Sector::current()->add_object(lantern);