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"
23 #include "treewillowisp.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "sprite/sprite.hpp"
27 #include "random_generator.hpp"
28 #include "object/lantern.hpp"
29 #include "object_factory.hpp"
30 #include "audio/sound_manager.hpp"
32 #include "object/player.hpp"
33 #include "video/drawing_context.hpp"
38 static const size_t WILLOWISP_COUNT = 10;
39 static const float ROOT_TOP_OFFSET = 64;
40 static const float WILLOWISP_TOP_OFFSET = -64;
41 static const Vector SUCK_TARGET_OFFSET = Vector(-16,-16);
42 static const float SUCK_TARGET_SPREAD = 8;
44 GhostTree::GhostTree(const lisp::Lisp& lisp)
45 : BadGuy(lisp, "images/creatures/ghosttree/ghosttree.sprite",
46 LAYER_OBJECTS - 10), mystate(STATE_IDLE),
47 willo_spawn_y(0), willo_radius(200), willo_speed(1.8f), willo_color(0),
48 treecolor(0), suck_lantern(0)
50 glow_sprite.reset(sprite_manager->create("images/creatures/ghosttree/ghosttree-glow.sprite"));
51 set_colgroup_active(COLGROUP_TOUCHABLE);
52 sound_manager->preload("sounds/tree_howling.ogg");
53 sound_manager->preload("sounds/tree_suck.ogg");
56 GhostTree::~GhostTree()
63 mystate = STATE_DYING;
64 sprite->set_action("dying", 1);
65 glow_sprite->set_action("dying", 1);
67 std::vector<TreeWillOWisp*>::iterator iter;
68 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
69 TreeWillOWisp *willo = *iter;
77 willowisp_timer.start(1.0f, true);
78 colorchange_timer.start(13, true);
79 root_timer.start(5, true);
83 GhostTree::active_update(float elapsed_time)
87 if (mystate == STATE_IDLE) {
88 if(colorchange_timer.check()) {
89 sound_manager->play("sounds/tree_howling.ogg", get_pos());
91 treecolor = (treecolor + 1) % 3;
95 case 0: col = Color(1, 0, 0); break;
96 case 1: col = Color(0, 1, 0); break;
97 case 2: col = Color(0, 0, 1); break;
98 case 3: col = Color(1, 1, 0); break;
99 case 4: col = Color(1, 0, 1); break;
100 case 5: col = Color(0, 1, 1); break;
101 default: assert(false);
103 glow_sprite->set_color(col);
106 if(suck_timer.check()) {
107 Color col = glow_sprite->get_color();
108 sound_manager->play("sounds/tree_suck.ogg", get_pos());
109 std::vector<TreeWillOWisp*>::iterator iter;
110 for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
111 TreeWillOWisp *willo = *iter;
112 if(willo->get_color() == col) {
113 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)));
116 mystate = STATE_SUCKING;
119 if(willowisp_timer.check()) {
120 if(willowisps.size() < WILLOWISP_COUNT) {
121 Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y + WILLOWISP_TOP_OFFSET);
122 TreeWillOWisp *willowisp
123 = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
125 Sector::current()->add_object(willowisp);
126 willowisps.push_back(willowisp);
129 if(willo_spawn_y < -160)
133 if(willo_radius > 120)
136 if(willo_speed == 1.8f) {
143 willo_color = (willo_color + 1) % 3;
144 } while(willo_color == treecolor);
146 switch(willo_color) {
147 case 0: willowisp->set_color(Color(1, 0, 0)); break;
148 case 1: willowisp->set_color(Color(0, 1, 0)); break;
149 case 2: willowisp->set_color(Color(0, 0, 1)); break;
150 case 3: willowisp->set_color(Color(1, 1, 0)); break;
151 case 4: willowisp->set_color(Color(1, 0, 1)); break;
152 case 5: willowisp->set_color(Color(0, 1, 1)); break;
153 default: assert(false);
158 if(root_timer.check()) {
159 /* TODO indicate root with an animation */
160 Player* player = get_nearest_player();
162 Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
163 Sector::current()->add_object(root);
166 } else if (mystate == STATE_SWALLOWING) {
169 assert (suck_lantern);
170 Vector pos = suck_lantern->get_pos();
171 Vector delta = get_bbox().get_middle() + SUCK_TARGET_OFFSET - pos;
172 Vector dir = delta.unit();
173 if (delta.norm() < 1) {
175 suck_lantern->ungrab(*this, RIGHT);
176 suck_lantern->remove_me();
178 sprite->set_action("swallow", 1);
181 suck_lantern->grab(*this, pos, RIGHT);
184 // wait until lantern is swallowed
185 if (sprite->animation_done()) {
186 if (is_color_deadly(suck_lantern_color)) {
189 sprite->set_action("default");
190 mystate = STATE_IDLE;
199 GhostTree::is_color_deadly(Color color) const {
200 if (color == Color(0,0,0)) return false;
201 Color my_color = glow_sprite->get_color();
202 return ((my_color.red != color.red) || (my_color.green != color.green) || (my_color.blue != color.blue));
206 GhostTree::willowisp_died(TreeWillOWisp *willowisp)
208 if ((mystate == STATE_SUCKING) && (willowisp->was_sucked)) {
209 mystate = STATE_IDLE;
211 willowisps.erase(std::find(willowisps.begin(), willowisps.end(), willowisp));
215 GhostTree::draw(DrawingContext& context)
217 BadGuy::draw(context);
219 context.push_target();
220 context.push_transform();
221 context.set_target(DrawingContext::LIGHTMAP);
222 if (mystate == STATE_SUCKING) {
223 context.set_alpha(0.5 + fmodf(game_time, 0.5));
225 context.set_alpha(0.5);
227 glow_sprite->draw(context, get_pos(), layer);
228 context.pop_transform();
229 context.pop_target();
233 GhostTree::collides(GameObject& other, const CollisionHit& ) {
234 if (mystate != STATE_SUCKING) return false;
235 if (dynamic_cast<Lantern*>(&other)) return true;
236 if (dynamic_cast<Player*>(&other)) return true;
241 GhostTree::collision(GameObject& other, const CollisionHit& ) {
242 if(mystate != STATE_SUCKING) return ABORT_MOVE;
244 Player* player = dynamic_cast<Player*>(&other);
249 Lantern* lantern = dynamic_cast<Lantern*>(&other);
251 suck_lantern = lantern;
252 suck_lantern->grab(*this, suck_lantern->get_pos(), RIGHT);
253 suck_lantern_color = lantern->get_color();
254 mystate = STATE_SWALLOWING;
261 GhostTree::spawn_lantern() {
262 Lantern* lantern = new Lantern(get_bbox().get_middle() + SUCK_TARGET_OFFSET);
263 Sector::current()->add_object(lantern);
266 IMPLEMENT_FACTORY(GhostTree, "ghosttree");