4 // Copyright (C) 2006 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 "mriceblock.hpp"
23 #include "object/block.hpp"
26 const float WALKSPEED = 80;
27 const float KICKSPEED = 500;
28 const int MAXSQUISHES = 10;
31 MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
32 : BadGuy(reader, "images/creatures/mr_iceblock/mr_iceblock.sprite"), ice_state(ICESTATE_NORMAL), squishcount(0)
34 set_direction = false;
35 sound_manager->preload("sounds/iceblock_bump.wav");
36 sound_manager->preload("sounds/stomp.wav");
37 sound_manager->preload("sounds/kick.wav");
40 MrIceBlock::MrIceBlock(const Vector& pos, Direction d)
41 : BadGuy(pos, "images/creatures/mr_iceblock/mr_iceblock.sprite"), ice_state(ICESTATE_NORMAL), squishcount(0)
44 initial_direction = d;
45 sound_manager->preload("sounds/iceblock_bump.wav");
46 sound_manager->preload("sounds/stomp.wav");
47 sound_manager->preload("sounds/kick.wav");
51 MrIceBlock::write(lisp::Writer& writer)
53 writer.start_list("mriceblock");
55 writer.write_float("x", start_position.x);
56 writer.write_float("y", start_position.y);
58 writer.end_list("mriceblock");
62 MrIceBlock::activate()
65 dir = initial_direction;
68 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
69 sprite->set_action(dir == LEFT ? "left" : "right");
70 set_state(ICESTATE_NORMAL);
74 MrIceBlock::active_update(float elapsed_time)
76 if(ice_state == ICESTATE_GRABBED)
79 if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
80 set_state(ICESTATE_NORMAL);
83 if (ice_state == ICESTATE_NORMAL && might_fall(601))
85 dir = (dir == LEFT ? RIGHT : LEFT);
86 sprite->set_action(dir == LEFT ? "left" : "right");
87 physic.set_velocity_x(-physic.get_velocity_x());
90 BadGuy::active_update(elapsed_time);
94 MrIceBlock::collision_solid(GameObject& object, const CollisionHit& hit)
96 if(fabsf(hit.normal.y) > .5) { // floor or roof
97 physic.set_velocity_y(0);
102 case ICESTATE_NORMAL:
103 dir = dir == LEFT ? RIGHT : LEFT;
104 sprite->set_action(dir == LEFT ? "left" : "right");
105 physic.set_velocity_x(-physic.get_velocity_x());
107 case ICESTATE_KICKED: {
108 BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
110 bonusblock->try_open();
112 Brick* brick = dynamic_cast<Brick*> (&object);
117 dir = dir == LEFT ? RIGHT : LEFT;
118 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
119 physic.set_velocity_x(-physic.get_velocity_x());
120 sound_manager->play("sounds/iceblock_bump.wav", get_pos());
124 physic.set_velocity_x(0);
126 case ICESTATE_GRABBED:
134 MrIceBlock::collision(GameObject& object, const CollisionHit& hit)
136 if(ice_state == ICESTATE_GRABBED)
139 return BadGuy::collision(object, hit);
143 MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
145 if(ice_state == ICESTATE_GRABBED)
148 // handle kicks from left or right side
149 if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
150 // hit from left side
151 if(hit.normal.x > 0.7) {
154 set_state(ICESTATE_KICKED);
156 } else if(hit.normal.x < -0.7) {
159 set_state(ICESTATE_KICKED);
164 return BadGuy::collision_player(player, hit);
168 MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
171 case ICESTATE_NORMAL:
172 if(fabsf(hit.normal.x) > .8) {
173 dir = dir == LEFT ? RIGHT : LEFT;
174 sprite->set_action(dir == LEFT ? "left" : "right");
175 physic.set_velocity_x(-physic.get_velocity_x());
180 case ICESTATE_KICKED:
191 MrIceBlock::collision_squished(Player& player)
194 case ICESTATE_KICKED:
195 case ICESTATE_NORMAL:
197 if(squishcount >= MAXSQUISHES) {
202 set_state(ICESTATE_FLAT);
205 if(player.get_pos().x < get_pos().x) {
210 set_state(ICESTATE_KICKED);
212 case ICESTATE_GRABBED:
217 player.bounce(*this);
222 MrIceBlock::set_state(IceState state)
224 if(ice_state == state)
227 if(state == ICESTATE_FLAT)
228 flags |= FLAG_PORTABLE;
230 flags &= ~FLAG_PORTABLE;
233 case ICESTATE_NORMAL:
234 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
235 sprite->set_action(dir == LEFT ? "left" : "right");
238 sound_manager->play("sounds/stomp.wav", get_pos());
239 physic.set_velocity_x(0);
240 physic.set_velocity_y(0);
242 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
245 case ICESTATE_KICKED:
246 sound_manager->play("sounds/kick.wav", get_pos());
248 physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
249 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
250 // we should slide above 1 block holes now...
251 bbox.set_size(34, 31.8);
253 case ICESTATE_GRABBED:
263 MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
265 movement = pos - get_pos();
267 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
268 set_state(ICESTATE_GRABBED);
269 set_group(COLGROUP_DISABLED);
273 MrIceBlock::ungrab(MovingObject& , Direction dir)
276 set_state(ICESTATE_KICKED);
277 set_group(COLGROUP_MOVING);
280 IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")