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 "stalactite.hpp"
24 #include "random_generator.hpp"
25 #include "lisp/writer.hpp"
26 #include "object_factory.hpp"
27 #include "object/player.hpp"
28 #include "sprite/sprite.hpp"
30 static const int SHAKE_RANGE_X = 40;
31 static const float SHAKE_TIME = .8f;
32 static const float SQUISH_TIME = 2;
33 static const float SHAKE_RANGE_Y = 400;
35 Stalactite::Stalactite(const lisp::Lisp& lisp)
36 : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
42 Stalactite::write(lisp::Writer& writer)
44 writer.start_list("stalactite");
45 writer.write("x", start_position.x);
46 writer.write("y", start_position.y);
47 writer.end_list("stalactite");
51 Stalactite::active_update(float elapsed_time)
53 if(state == STALACTITE_HANGING) {
54 Player* player = this->get_nearest_player();
56 if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
57 && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
58 && player->get_bbox().p2.y > bbox.p1.y
59 && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
60 timer.start(SHAKE_TIME);
61 state = STALACTITE_SHAKING;
64 } else if(state == STALACTITE_SHAKING) {
66 state = STALACTITE_FALLING;
67 physic.enable_gravity(true);
69 } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
70 movement = physic.get_movement(elapsed_time);
71 if(state == STALACTITE_SQUISHED && timer.check())
79 state = STALACTITE_SQUISHED;
80 set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
81 sprite->set_action("squished");
83 timer.start(SQUISH_TIME);
87 Stalactite::collision_solid(const CollisionHit& hit)
89 if(state == STALACTITE_FALLING) {
90 if (hit.bottom) squish();
92 if(state == STALACTITE_SQUISHED) {
93 physic.set_velocity_y(0);
98 Stalactite::collision_player(Player& player)
100 if(state != STALACTITE_SQUISHED) {
108 Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
110 if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
111 if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
113 // ignore other Stalactites
114 if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
116 if (other.is_freezable()) {
128 Stalactite::kill_fall()
133 Stalactite::draw(DrawingContext& context)
135 if(get_state() != STATE_ACTIVE)
139 if(state == STALACTITE_SQUISHED) {
140 sprite->draw(context, get_pos(), LAYER_OBJECTS);
144 if(state == STALACTITE_SHAKING) {
145 sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
147 sprite->draw(context, get_pos(), layer);
152 Stalactite::deactivate()
154 if(state != STALACTITE_HANGING)
158 IMPLEMENT_FACTORY(Stalactite, "stalactite")