3 // SuperTux - Boss "GhostTree"
4 // Copyright (C) 2007 Matthias Braun <matze@braunis.de>
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.
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.
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.
21 #include "ghosttree.hpp"
22 #include "treewillowisp.hpp"
23 #include "sprite/sprite_manager.hpp"
25 #include "random_generator.hpp"
26 #include "object/lantern.hpp"
28 static const size_t WILLOWISP_COUNT = 10;
29 static const float ROOT_TOP_OFFSET = 64;
30 static const float WILLOWISP_TOP_OFFSET = -64;
31 static const Vector SUCK_TARGET_OFFSET = Vector(-16,-16);
32 static const float SUCK_TARGET_SPREAD = 8;
34 GhostTree::GhostTree(const lisp::Lisp& lisp)
35 : BadGuy(lisp, "images/creatures/ghosttree/ghosttree.sprite",
36 LAYER_OBJECTS - 10), mystate(STATE_IDLE),
37 willo_spawn_y(0), willo_radius(200), willo_speed(1.8f), willo_color(0),
38 treecolor(0), suck_lantern(0)
40 glow_sprite.reset(sprite_manager->create("images/creatures/ghosttree/ghosttree-glow.sprite"));
43 GhostTree::~GhostTree()
50 mystate = STATE_DYING;
51 sprite->set_action("dying", 1);
52 glow_sprite->set_action("dying", 1);
54 std::vector<TreeWillOWisp*>::iterator iter;
55 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
56 TreeWillOWisp *willo = *iter;
64 willowisp_timer.start(1.0f, true);
65 colorchange_timer.start(13, true);
66 root_timer.start(5, true);
67 set_group(COLGROUP_TOUCHABLE);
71 GhostTree::active_update(float elapsed_time)
75 if (mystate == STATE_IDLE) {
76 if(colorchange_timer.check()) {
77 sound_manager->play("sounds/tree_howling.ogg", get_pos());
79 treecolor = (treecolor + 1) % 3;
83 case 0: col = Color(1, 0, 0); break;
84 case 1: col = Color(0, 1, 0); break;
85 case 2: col = Color(0, 0, 1); break;
86 case 3: col = Color(1, 1, 0); break;
87 case 4: col = Color(1, 0, 1); break;
88 case 5: col = Color(0, 1, 1); break;
89 default: assert(false);
91 glow_sprite->set_color(col);
94 if(suck_timer.check()) {
95 Color col = glow_sprite->get_color();
96 sound_manager->play("sounds/tree_suck.ogg", get_pos());
97 std::vector<TreeWillOWisp*>::iterator iter;
98 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
99 TreeWillOWisp *willo = *iter;
100 if(willo->get_color() == col) {
101 willo->start_sucking(get_bbox().get_middle() + SUCK_TARGET_OFFSET + Vector(systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD), systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD)));
104 mystate = STATE_SUCKING;
107 if(willowisp_timer.check()) {
108 if(willowisps.size() < WILLOWISP_COUNT) {
109 Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y + WILLOWISP_TOP_OFFSET);
110 TreeWillOWisp *willowisp
111 = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
113 Sector::current()->add_object(willowisp);
114 willowisps.push_back(willowisp);
117 if(willo_spawn_y < -160)
121 if(willo_radius > 120)
124 if(willo_speed == 1.8f) {
131 willo_color = (willo_color + 1) % 3;
132 } while(willo_color == treecolor);
134 switch(willo_color) {
135 case 0: willowisp->set_color(Color(1, 0, 0)); break;
136 case 1: willowisp->set_color(Color(0, 1, 0)); break;
137 case 2: willowisp->set_color(Color(0, 0, 1)); break;
138 case 3: willowisp->set_color(Color(1, 1, 0)); break;
139 case 4: willowisp->set_color(Color(1, 0, 1)); break;
140 case 5: willowisp->set_color(Color(0, 1, 1)); break;
141 default: assert(false);
146 if(root_timer.check()) {
147 /* TODO indicate root with an animation */
148 Player* player = get_nearest_player();
149 Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
150 Sector::current()->add_object(root);
152 } else if (mystate == STATE_SWALLOWING) {
155 assert (suck_lantern);
156 Vector pos = suck_lantern->get_pos();
157 Vector delta = get_bbox().get_middle() + SUCK_TARGET_OFFSET - pos;
158 Vector dir = delta.unit();
159 if (delta.norm() < 1) {
161 suck_lantern->ungrab(*this, RIGHT);
162 suck_lantern->remove_me();
164 sprite->set_action("swallow", 1);
167 suck_lantern->grab(*this, pos, RIGHT);
170 // wait until lantern is swallowed
171 if (sprite->animation_done()) {
172 if (is_color_deadly(suck_lantern_color)) {
175 sprite->set_action("default");
176 mystate = STATE_IDLE;
185 GhostTree::is_color_deadly(Color color) const {
186 if (color == Color(0,0,0)) return false;
187 Color my_color = glow_sprite->get_color();
188 return ((my_color.red != color.red) || (my_color.green != color.green) || (my_color.blue != color.blue));
192 GhostTree::willowisp_died(TreeWillOWisp *willowisp)
194 if ((mystate == STATE_SUCKING) && (willowisp->was_sucked)) {
195 mystate = STATE_IDLE;
197 willowisps.erase(std::find(willowisps.begin(), willowisps.end(), willowisp));
201 GhostTree::draw(DrawingContext& context)
203 BadGuy::draw(context);
205 context.push_target();
206 context.push_transform();
207 context.set_target(DrawingContext::LIGHTMAP);
208 if (mystate == STATE_SUCKING) {
209 context.set_alpha(0.5 + fmodf(game_time, 0.5));
211 context.set_alpha(0.5);
213 glow_sprite->draw(context, get_pos(), layer);
214 context.pop_transform();
215 context.pop_target();
219 GhostTree::collides(GameObject& other, const CollisionHit& ) {
220 if (mystate != STATE_SUCKING) return false;
221 if (dynamic_cast<Lantern*>(&other)) return true;
222 if (dynamic_cast<Player*>(&other)) return true;
227 GhostTree::collision(GameObject& other, const CollisionHit& ) {
228 if(mystate != STATE_SUCKING) return ABORT_MOVE;
230 Player* player = dynamic_cast<Player*>(&other);
235 Lantern* lantern = dynamic_cast<Lantern*>(&other);
237 suck_lantern = lantern;
238 suck_lantern->grab(*this, suck_lantern->get_pos(), RIGHT);
239 suck_lantern_color = lantern->get_color();
240 mystate = STATE_SWALLOWING;
247 GhostTree::spawn_lantern() {
248 Lantern* lantern = new Lantern(get_bbox().get_middle() + SUCK_TARGET_OFFSET);
249 Sector::current()->add_object(lantern);
252 IMPLEMENT_FACTORY(GhostTree, "ghosttree");