4 // Copyright (C) 2005 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
23 #include "mriceblock.hpp"
24 #include "object/block.hpp"
26 static const float WALKSPEED = 80;
27 static const float KICKSPEED = 500;
28 static const int MAXSQUISHES = 10;
30 MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
31 : ice_state(ICESTATE_NORMAL), squishcount(0)
33 reader.get("x", start_position.x);
34 reader.get("y", start_position.y);
35 bbox.set_size(31.8, 31.8);
36 sprite = sprite_manager->create("mriceblock");
37 set_direction = false;
40 MrIceBlock::MrIceBlock(float pos_x, float pos_y, Direction d)
41 : ice_state(ICESTATE_NORMAL), squishcount(0)
43 start_position.x = pos_x;
44 start_position.y = pos_y;
45 bbox.set_size(31.8, 31.8);
46 sprite = sprite_manager->create("mriceblock");
48 initial_direction = d;
52 MrIceBlock::write(lisp::Writer& writer)
54 writer.start_list("mriceblock");
56 writer.write_float("x", start_position.x);
57 writer.write_float("y", start_position.y);
59 writer.end_list("mriceblock");
63 MrIceBlock::activate()
66 dir = initial_direction;
69 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
70 sprite->set_action(dir == LEFT ? "left" : "right");
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 BadGuy::active_update(elapsed_time);
87 MrIceBlock::collision_solid(GameObject& object, const CollisionHit& hit)
89 if(fabsf(hit.normal.y) > .5) { // floor or roof
90 physic.set_velocity_y(0);
96 dir = dir == LEFT ? RIGHT : LEFT;
97 sprite->set_action(dir == LEFT ? "left" : "right");
98 physic.set_velocity_x(-physic.get_velocity_x());
100 case ICESTATE_KICKED: {
101 BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
103 bonusblock->try_open();
105 Brick* brick = dynamic_cast<Brick*> (&object);
110 dir = dir == LEFT ? RIGHT : LEFT;
111 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
112 physic.set_velocity_x(-physic.get_velocity_x());
113 sound_manager->play("sounds/iceblock_bump.wav", get_pos());
117 physic.set_velocity_x(0);
119 case ICESTATE_GRABBED:
127 MrIceBlock::collision(GameObject& object, const CollisionHit& hit)
129 if(ice_state == ICESTATE_GRABBED)
132 return BadGuy::collision(object, hit);
136 MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
138 if(ice_state == ICESTATE_GRABBED)
141 // handle kicks from left or right side
142 if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
143 // hit from left side
144 if(hit.normal.x > 0.7) {
147 set_state(ICESTATE_KICKED);
149 } else if(hit.normal.x < -0.7) {
152 set_state(ICESTATE_KICKED);
157 return BadGuy::collision_player(player, hit);
161 MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
164 case ICESTATE_NORMAL:
165 if(fabsf(hit.normal.x) > .8) {
166 dir = dir == LEFT ? RIGHT : LEFT;
167 sprite->set_action(dir == LEFT ? "left" : "right");
168 physic.set_velocity_x(-physic.get_velocity_x());
173 case ICESTATE_KICKED:
184 MrIceBlock::collision_squished(Player& player)
187 case ICESTATE_KICKED:
188 case ICESTATE_NORMAL:
190 if(squishcount >= MAXSQUISHES) {
195 set_state(ICESTATE_FLAT);
198 if(player.get_pos().x < get_pos().x) {
203 set_state(ICESTATE_KICKED);
205 case ICESTATE_GRABBED:
210 player.bounce(*this);
215 MrIceBlock::set_state(IceState state)
217 if(ice_state == state)
220 if(state == ICESTATE_FLAT)
221 flags |= FLAG_PORTABLE;
223 flags &= ~FLAG_PORTABLE;
225 if(ice_state == ICESTATE_KICKED) {
226 bbox.set_size(31.8, 31.8);
230 case ICESTATE_NORMAL:
231 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
232 sprite->set_action(dir == LEFT ? "left" : "right");
235 sound_manager->play("sounds/stomp.wav", get_pos());
236 physic.set_velocity_x(0);
237 physic.set_velocity_y(0);
239 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
242 case ICESTATE_KICKED:
243 sound_manager->play("sounds/kick.wav", get_pos());
245 physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
246 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
247 // we should slide above 1 block holes now...
248 bbox.set_size(34, 31.8);
250 case ICESTATE_GRABBED:
260 MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
262 movement = pos - get_pos();
264 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
265 set_state(ICESTATE_GRABBED);
266 set_group(COLGROUP_DISABLED);
270 MrIceBlock::ungrab(MovingObject& , Direction dir)
273 set_state(ICESTATE_KICKED);
274 set_group(COLGROUP_MOVING);
277 IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")