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 "stalactite.hpp"
25 static const int SHAKE_RANGE = 40;
26 static const float SHAKE_TIME = .8;
27 static const float SQUISH_TIME = 2;
29 Stalactite::Stalactite(const lisp::Lisp& lisp)
31 lisp.get("x", start_position.x);
32 lisp.get("y", start_position.y);
33 bbox.set_size(31.8, 31.8);
34 sprite = sprite_manager->create("stalactite");
35 state = STALACTITE_HANGING;
40 Stalactite::write(lisp::Writer& writer)
42 writer.start_list("stalactite");
43 writer.write_float("x", start_position.x);
44 writer.write_float("y", start_position.y);
45 writer.end_list("stalactite");
49 Stalactite::active_update(float elapsed_time)
51 if(state == STALACTITE_HANGING) {
52 Player* player = Sector::current()->player;
53 if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
54 && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
55 && player->get_bbox().p2.y > bbox.p1.y) {
56 timer.start(SHAKE_TIME);
57 state = STALACTITE_SHAKING;
59 } else if(state == STALACTITE_SHAKING) {
61 state = STALACTITE_FALLING;
62 physic.enable_gravity(true);
64 } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
65 movement = physic.get_movement(elapsed_time);
66 if(state == STALACTITE_SQUISHED && timer.check())
72 Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
74 if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
77 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
78 state = STALACTITE_SQUISHED;
79 set_group(COLGROUP_MOVING_ONLY_STATIC);
80 physic.set_velocity_y(0);
81 sprite->set_action("squished");
83 timer.start(SQUISH_TIME);
90 Stalactite::collision_player(Player& player, const CollisionHit& )
92 if(state != STALACTITE_SQUISHED) {
93 player.kill(Player::SHRINK);
100 Stalactite::kill_fall()
105 Stalactite::draw(DrawingContext& context)
107 if(get_state() != STATE_ACTIVE)
110 if(state == STALACTITE_SHAKING) {
111 sprite->draw(context, get_pos() + Vector((rand() % 6)-3, 0), LAYER_OBJECTS);
113 sprite->draw(context, get_pos(), LAYER_OBJECTS);
118 Stalactite::deactivate()
120 if(state != STALACTITE_HANGING)
124 IMPLEMENT_FACTORY(Stalactite, "stalactite")