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
26 #include "object/camera.hpp"
27 #include "yeti_stalactite.hpp"
28 #include "bouncing_snowball.hpp"
29 #include "game_session.hpp"
30 #include "scripting/script_interpreter.hpp"
32 static const float JUMP_VEL1 = 250;
33 static const float JUMP_VEL2 = 700;
34 static const float RUN_SPEED = 350;
35 static const float JUMP_TIME = 1.6;
36 static const float ANGRY_JUMP_WAIT = .5;
37 /// the time we are safe when tux just hit us
38 static const float SAFE_TIME = .5;
39 static const int INITIAL_HITPOINTS = 3;
41 Yeti::Yeti(const lisp::Lisp& reader)
43 reader.get("x", start_position.x);
44 reader.get("y", start_position.y);
45 bbox.set_size(80, 120);
46 sprite = sprite_manager->create("images/creatures/yeti/yeti.sprite");
47 sprite->set_action("right");
51 sound_manager->preload_sound("yeti_gna");
52 sound_manager->preload_sound("yeti_roar");
54 hit_points = INITIAL_HITPOINTS;
55 reader.get("dead-script", dead_script);
64 Yeti::draw(DrawingContext& context)
66 // we blink when we are safe
67 if(safe_timer.started() && size_t(game_time*40)%2)
70 BadGuy::draw(context);
74 Yeti::active_update(float elapsed_time)
80 physic.set_velocity_x(RUN_SPEED);
82 physic.set_velocity_y(JUMP_VEL2);
85 physic.set_velocity_x(-RUN_SPEED);
87 physic.set_velocity_y(JUMP_VEL2);
92 sound_manager->play("sounds/yeti_gna.wav");
93 physic.set_velocity_y(JUMP_VEL1);
94 if (side == LEFT) // on the left, facing Tux who is on the right
95 sprite->set_action("jump-right");
97 sprite->set_action("jump-left");
104 movement = physic.get_movement(elapsed_time);
110 // jump and move right
111 sprite->set_action("right");
112 physic.set_velocity_y(JUMP_VEL1);
113 physic.set_velocity_x(RUN_SPEED);
115 timer.start(JUMP_TIME);
121 sprite->set_action("left");
122 physic.set_velocity_y(JUMP_VEL1);
123 physic.set_velocity_x(-RUN_SPEED);
125 timer.start(JUMP_TIME);
129 Yeti::angry_jumping()
132 timer.start(ANGRY_JUMP_WAIT);
133 state = ANGRY_JUMPING;
134 physic.set_velocity_x(0);
138 Yeti::summon_snowball()
140 Sector::current()->add_object(new BouncingSnowball(get_pos().x+(side == LEFT ? 64 : -64), get_pos().y, (side == LEFT ? RIGHT : LEFT)));
144 Yeti::collision_squished(Player& player)
146 if(safe_timer.started())
149 player.bounce(*this);
150 sound_manager->play("sounds/yeti_roar.wav");
152 if(hit_points <= 0) {
153 sprite->set_action("dead");
154 kill_squished(player);
157 if(dead_script != "") {
158 ScriptInterpreter::add_script_object(Sector::current(),
159 "Yeti - dead-script", dead_script);
162 safe_timer.start(SAFE_TIME);
171 // shooting bullets or being invincible won't work :)
175 Yeti::write(lisp::Writer& writer)
177 writer.start_list("yeti");
179 writer.write_float("x", start_position.x);
180 writer.write_float("y", start_position.y);
182 if(dead_script != "") {
183 writer.write_string("dead-script", dead_script);
186 writer.end_list("yeti");
190 Yeti::drop_stalactite()
192 YetiStalactite* nearest = 0;
193 float dist = FLT_MAX;
195 Sector* sector = Sector::current();
196 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
197 i != sector->gameobjects.end(); ++i) {
198 YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
199 if(stalactite && stalactite->is_hanging()) {
201 = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
203 nearest = stalactite;
210 nearest->start_shaking();
214 Yeti::collision_solid(GameObject& , const CollisionHit& hit)
216 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
217 physic.set_velocity_y(0);
220 } else if(state == GO_LEFT && !timer.started()) {
223 sprite->set_action("stand-right");
225 } else if(state == GO_RIGHT && !timer.started()) {
228 sprite->set_action("stand-left");
230 } else if(state == ANGRY_JUMPING) {
231 if(!timer.started()) {
233 if (side == LEFT) // standing on the left, facing Tux who is on the right
234 sprite->set_action("stand-right");
236 sprite->set_action("stand-left");
238 // make a stalactite falling down and shake camera a bit
239 Sector::current()->camera->shake(.1, 0, 10);
242 // go to other side after 3 jumps
250 timer.start(ANGRY_JUMP_WAIT);
259 IMPLEMENT_FACTORY(Yeti, "yeti")