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)
39 set_colgroup_active(COLGROUP_TOUCHABLE);
43 Stalactite::write(lisp::Writer& writer)
45 writer.start_list("stalactite");
46 writer.write("x", start_position.x);
47 writer.write("y", start_position.y);
48 writer.end_list("stalactite");
52 Stalactite::active_update(float elapsed_time)
54 if(state == STALACTITE_HANGING) {
55 Player* player = this->get_nearest_player();
57 if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
58 && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
59 && player->get_bbox().p2.y > bbox.p1.y
60 && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
61 timer.start(SHAKE_TIME);
62 state = STALACTITE_SHAKING;
65 } else if(state == STALACTITE_SHAKING) {
67 state = STALACTITE_FALLING;
68 physic.enable_gravity(true);
69 set_colgroup_active(COLGROUP_MOVING);
71 } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
72 movement = physic.get_movement(elapsed_time);
73 if(state == STALACTITE_SQUISHED && timer.check())
81 state = STALACTITE_SQUISHED;
82 set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
83 sprite->set_action("squished");
85 timer.start(SQUISH_TIME);
89 Stalactite::collision_solid(const CollisionHit& hit)
91 if(state == STALACTITE_FALLING) {
92 if (hit.bottom) squish();
94 if(state == STALACTITE_SQUISHED) {
95 physic.set_velocity_y(0);
100 Stalactite::collision_player(Player& player)
102 if(state != STALACTITE_SQUISHED) {
110 Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
112 if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
114 // ignore other Stalactites
115 if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
117 if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
119 if (other.is_freezable()) {
131 Stalactite::kill_fall()
136 Stalactite::draw(DrawingContext& context)
138 if(get_state() != STATE_ACTIVE)
142 if(state == STALACTITE_SQUISHED) {
143 sprite->draw(context, get_pos(), LAYER_OBJECTS);
147 if(state == STALACTITE_SHAKING) {
148 sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
150 sprite->draw(context, get_pos(), layer);
155 Stalactite::deactivate()
157 if(state != STALACTITE_HANGING)
161 IMPLEMENT_FACTORY(Stalactite, "stalactite")