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.
22 #include "ghosttree.hpp"
23 #include "treewillowisp.hpp"
24 #include "sprite/sprite_manager.hpp"
26 #include "random_generator.hpp"
27 #include "object/lantern.hpp"
29 static const size_t WILLOWISP_COUNT = 10;
30 static const float ROOT_TOP_OFFSET = 64;
31 static const float WILLOWISP_TOP_OFFSET = -64;
32 static const Vector SUCK_TARGET_OFFSET = Vector(-16,-16);
33 static const float SUCK_TARGET_SPREAD = 8;
35 GhostTree::GhostTree(const lisp::Lisp& lisp)
36 : BadGuy(lisp, "images/creatures/ghosttree/ghosttree.sprite",
37 LAYER_OBJECTS - 10), mystate(STATE_IDLE),
38 willo_spawn_y(0), willo_radius(200), willo_speed(1.8f), willo_color(0),
39 treecolor(0), suck_lantern(0)
41 glow_sprite.reset(sprite_manager->create("images/creatures/ghosttree/ghosttree-glow.sprite"));
42 set_colgroup_active(COLGROUP_TOUCHABLE);
43 sound_manager->preload("sounds/tree_howling.ogg");
44 sound_manager->preload("sounds/tree_suck.ogg");
47 GhostTree::~GhostTree()
54 mystate = STATE_DYING;
55 sprite->set_action("dying", 1);
56 glow_sprite->set_action("dying", 1);
58 std::vector<TreeWillOWisp*>::iterator iter;
59 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
60 TreeWillOWisp *willo = *iter;
68 willowisp_timer.start(1.0f, true);
69 colorchange_timer.start(13, true);
70 root_timer.start(5, true);
74 GhostTree::active_update(float elapsed_time)
78 if (mystate == STATE_IDLE) {
79 if(colorchange_timer.check()) {
80 sound_manager->play("sounds/tree_howling.ogg", get_pos());
82 treecolor = (treecolor + 1) % 3;
86 case 0: col = Color(1, 0, 0); break;
87 case 1: col = Color(0, 1, 0); break;
88 case 2: col = Color(0, 0, 1); break;
89 case 3: col = Color(1, 1, 0); break;
90 case 4: col = Color(1, 0, 1); break;
91 case 5: col = Color(0, 1, 1); break;
92 default: assert(false);
94 glow_sprite->set_color(col);
97 if(suck_timer.check()) {
98 Color col = glow_sprite->get_color();
99 sound_manager->play("sounds/tree_suck.ogg", get_pos());
100 std::vector<TreeWillOWisp*>::iterator iter;
101 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
102 TreeWillOWisp *willo = *iter;
103 if(willo->get_color() == col) {
104 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)));
107 mystate = STATE_SUCKING;
110 if(willowisp_timer.check()) {
111 if(willowisps.size() < WILLOWISP_COUNT) {
112 Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y + WILLOWISP_TOP_OFFSET);
113 TreeWillOWisp *willowisp
114 = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
116 Sector::current()->add_object(willowisp);
117 willowisps.push_back(willowisp);
120 if(willo_spawn_y < -160)
124 if(willo_radius > 120)
127 if(willo_speed == 1.8f) {
134 willo_color = (willo_color + 1) % 3;
135 } while(willo_color == treecolor);
137 switch(willo_color) {
138 case 0: willowisp->set_color(Color(1, 0, 0)); break;
139 case 1: willowisp->set_color(Color(0, 1, 0)); break;
140 case 2: willowisp->set_color(Color(0, 0, 1)); break;
141 case 3: willowisp->set_color(Color(1, 1, 0)); break;
142 case 4: willowisp->set_color(Color(1, 0, 1)); break;
143 case 5: willowisp->set_color(Color(0, 1, 1)); break;
144 default: assert(false);
149 if(root_timer.check()) {
150 /* TODO indicate root with an animation */
151 Player* player = get_nearest_player();
152 Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
153 Sector::current()->add_object(root);
155 } else if (mystate == STATE_SWALLOWING) {
158 assert (suck_lantern);
159 Vector pos = suck_lantern->get_pos();
160 Vector delta = get_bbox().get_middle() + SUCK_TARGET_OFFSET - pos;
161 Vector dir = delta.unit();
162 if (delta.norm() < 1) {
164 suck_lantern->ungrab(*this, RIGHT);
165 suck_lantern->remove_me();
167 sprite->set_action("swallow", 1);
170 suck_lantern->grab(*this, pos, RIGHT);
173 // wait until lantern is swallowed
174 if (sprite->animation_done()) {
175 if (is_color_deadly(suck_lantern_color)) {
178 sprite->set_action("default");
179 mystate = STATE_IDLE;
188 GhostTree::is_color_deadly(Color color) const {
189 if (color == Color(0,0,0)) return false;
190 Color my_color = glow_sprite->get_color();
191 return ((my_color.red != color.red) || (my_color.green != color.green) || (my_color.blue != color.blue));
195 GhostTree::willowisp_died(TreeWillOWisp *willowisp)
197 if ((mystate == STATE_SUCKING) && (willowisp->was_sucked)) {
198 mystate = STATE_IDLE;
200 willowisps.erase(std::find(willowisps.begin(), willowisps.end(), willowisp));
204 GhostTree::draw(DrawingContext& context)
206 BadGuy::draw(context);
208 context.push_target();
209 context.push_transform();
210 context.set_target(DrawingContext::LIGHTMAP);
211 if (mystate == STATE_SUCKING) {
212 context.set_alpha(0.5 + fmodf(game_time, 0.5));
214 context.set_alpha(0.5);
216 glow_sprite->draw(context, get_pos(), layer);
217 context.pop_transform();
218 context.pop_target();
222 GhostTree::collides(GameObject& other, const CollisionHit& ) {
223 if (mystate != STATE_SUCKING) return false;
224 if (dynamic_cast<Lantern*>(&other)) return true;
225 if (dynamic_cast<Player*>(&other)) return true;
230 GhostTree::collision(GameObject& other, const CollisionHit& ) {
231 if(mystate != STATE_SUCKING) return ABORT_MOVE;
233 Player* player = dynamic_cast<Player*>(&other);
238 Lantern* lantern = dynamic_cast<Lantern*>(&other);
240 suck_lantern = lantern;
241 suck_lantern->grab(*this, suck_lantern->get_pos(), RIGHT);
242 suck_lantern_color = lantern->get_color();
243 mystate = STATE_SWALLOWING;
250 GhostTree::spawn_lantern() {
251 Lantern* lantern = new Lantern(get_bbox().get_middle() + SUCK_TARGET_OFFSET);
252 Sector::current()->add_object(lantern);
255 IMPLEMENT_FACTORY(GhostTree, "ghosttree");