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 : ice_state(ICESTATE_NORMAL), squishcount(0)
34 reader.get("x", start_position.x);
35 reader.get("y", start_position.y);
36 bbox.set_size(31.8, 31.8);
37 sprite = sprite_manager->create("images/creatures/mr_iceblock/mr_iceblock.sprite");
38 set_direction = false;
41 MrIceBlock::MrIceBlock(float pos_x, float pos_y, Direction d)
42 : ice_state(ICESTATE_NORMAL), squishcount(0)
44 start_position.x = pos_x;
45 start_position.y = pos_y;
46 bbox.set_size(31.8, 31.8);
47 sprite = sprite_manager->create("images/creatures/mr_iceblock/mr_iceblock.sprite");
49 initial_direction = d;
53 MrIceBlock::write(lisp::Writer& writer)
55 writer.start_list("mriceblock");
57 writer.write_float("x", start_position.x);
58 writer.write_float("y", start_position.y);
60 writer.end_list("mriceblock");
64 MrIceBlock::activate()
67 dir = initial_direction;
70 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
71 sprite->set_action(dir == LEFT ? "left" : "right");
75 MrIceBlock::active_update(float elapsed_time)
77 if(ice_state == ICESTATE_GRABBED)
80 if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
81 set_state(ICESTATE_NORMAL);
84 if (ice_state == ICESTATE_NORMAL && might_fall(601))
86 dir = (dir == LEFT ? RIGHT : LEFT);
87 sprite->set_action(dir == LEFT ? "left" : "right");
88 physic.set_velocity_x(-physic.get_velocity_x());
91 BadGuy::active_update(elapsed_time);
95 MrIceBlock::collision_solid(GameObject& object, const CollisionHit& hit)
97 if(fabsf(hit.normal.y) > .5) { // floor or roof
98 physic.set_velocity_y(0);
103 case ICESTATE_NORMAL:
104 dir = dir == LEFT ? RIGHT : LEFT;
105 sprite->set_action(dir == LEFT ? "left" : "right");
106 physic.set_velocity_x(-physic.get_velocity_x());
108 case ICESTATE_KICKED: {
109 BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
111 bonusblock->try_open();
113 Brick* brick = dynamic_cast<Brick*> (&object);
118 dir = dir == LEFT ? RIGHT : LEFT;
119 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
120 physic.set_velocity_x(-physic.get_velocity_x());
121 sound_manager->play("sounds/iceblock_bump.wav", get_pos());
125 physic.set_velocity_x(0);
127 case ICESTATE_GRABBED:
135 MrIceBlock::collision(GameObject& object, const CollisionHit& hit)
137 if(ice_state == ICESTATE_GRABBED)
140 return BadGuy::collision(object, hit);
144 MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
146 if(ice_state == ICESTATE_GRABBED)
149 // handle kicks from left or right side
150 if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
151 // Don't kick if the player is going to pick us up
152 if (player.get_controller()->hold(Controller::ACTION))
155 // hit from left side
156 if(hit.normal.x > 0.7) {
159 set_state(ICESTATE_KICKED);
162 else if(hit.normal.x < -0.7) {
165 set_state(ICESTATE_KICKED);
170 return BadGuy::collision_player(player, hit);
174 MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
177 case ICESTATE_NORMAL:
178 if(fabsf(hit.normal.x) > .8) {
179 dir = dir == LEFT ? RIGHT : LEFT;
180 sprite->set_action(dir == LEFT ? "left" : "right");
181 physic.set_velocity_x(-physic.get_velocity_x());
186 case ICESTATE_KICKED:
197 MrIceBlock::collision_squished(Player& player)
200 case ICESTATE_KICKED:
201 case ICESTATE_NORMAL:
203 if(squishcount >= MAXSQUISHES) {
208 set_state(ICESTATE_FLAT);
211 if(player.get_pos().x < get_pos().x) {
216 set_state(ICESTATE_KICKED);
218 case ICESTATE_GRABBED:
223 player.bounce(*this);
228 MrIceBlock::set_state(IceState state)
230 if(ice_state == state)
233 if(state == ICESTATE_FLAT)
234 flags |= FLAG_PORTABLE;
236 flags &= ~FLAG_PORTABLE;
238 if(ice_state == ICESTATE_KICKED) {
239 bbox.set_size(31.8, 31.8);
243 case ICESTATE_NORMAL:
244 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
245 sprite->set_action(dir == LEFT ? "left" : "right");
248 sound_manager->play("sounds/stomp.wav", get_pos());
249 physic.set_velocity_x(0);
250 physic.set_velocity_y(0);
252 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
255 case ICESTATE_KICKED:
256 sound_manager->play("sounds/kick.wav", get_pos());
258 physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
259 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
260 // we should slide above 1 block holes now...
261 bbox.set_size(34, 31.8);
263 case ICESTATE_GRABBED:
273 MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
275 movement = pos - get_pos();
277 sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
278 set_state(ICESTATE_GRABBED);
279 set_group(COLGROUP_DISABLED);
283 MrIceBlock::ungrab(MovingObject& , Direction dir)
286 set_state(ICESTATE_KICKED);
287 set_group(COLGROUP_MOVING);
290 IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")