// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
#include "mriceblock.hpp"
#include "object/block.hpp"
-static const float WALKSPEED = 80;
-static const float KICKSPEED = 500;
-static const int MAXSQUISHES = 10;
+namespace {
+ const float KICKSPEED = 500;
+ const int MAXSQUISHES = 10;
+}
MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
- : ice_state(ICESTATE_NORMAL), squishcount(0)
+ : WalkingBadguy(reader, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("mriceblock");
- set_direction = false;
+ walk_speed = 80;
+ max_drop_height = 600;
+ sound_manager->preload("sounds/iceblock_bump.wav");
+ sound_manager->preload("sounds/stomp.wav");
+ sound_manager->preload("sounds/kick.wav");
}
-MrIceBlock::MrIceBlock(float pos_x, float pos_y, Direction d)
- : ice_state(ICESTATE_NORMAL), squishcount(0)
+MrIceBlock::MrIceBlock(const Vector& pos, Direction d)
+ : WalkingBadguy(pos, d, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("mriceblock");
- set_direction = true;
- initial_direction = d;
+ walk_speed = 80;
+ max_drop_height = 600;
+ sound_manager->preload("sounds/iceblock_bump.wav");
+ sound_manager->preload("sounds/stomp.wav");
+ sound_manager->preload("sounds/kick.wav");
}
void
MrIceBlock::write(lisp::Writer& writer)
{
writer.start_list("mriceblock");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
+ WalkingBadguy::write(writer);
writer.end_list("mriceblock");
}
void
MrIceBlock::activate()
{
- if (set_direction) {dir = initial_direction;}
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
- sprite->set_action(dir == LEFT ? "left" : "right");
+ WalkingBadguy::activate();
+ set_state(ICESTATE_NORMAL);
}
void
MrIceBlock::active_update(float elapsed_time)
{
+ if(ice_state == ICESTATE_GRABBED)
+ return;
+
if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
- ice_state = ICESTATE_NORMAL;
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
- sprite->set_action(dir == LEFT ? "left" : "right");
+ set_state(ICESTATE_NORMAL);
+ }
+
+ if (ice_state == ICESTATE_NORMAL)
+ {
+ WalkingBadguy::active_update(elapsed_time);
+ return;
}
+
BadGuy::active_update(elapsed_time);
}
-HitResponse
-MrIceBlock::collision_solid(GameObject& object, const CollisionHit& hit)
+bool
+MrIceBlock::can_break(){
+ return ice_state == ICESTATE_KICKED;
+}
+
+void
+MrIceBlock::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) { // floor or roof
+ update_on_ground_flag(hit);
+
+ if(hit.top || hit.bottom) { // floor or roof
physic.set_velocity_y(0);
- return CONTINUE;
+ return;
}
+
// hit left or right
switch(ice_state) {
case ICESTATE_NORMAL:
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ WalkingBadguy::collision_solid(hit);
break;
case ICESTATE_KICKED: {
- BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
- if(bonusblock) {
- bonusblock->try_open();
- }
- Brick* brick = dynamic_cast<Brick*> (&object);
- if(brick) {
- brick->try_break();
+ if(hit.right && dir == RIGHT) {
+ dir = LEFT;
+ sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+ physic.set_velocity_x(-KICKSPEED);
+ } else if(hit.left && dir == LEFT) {
+ dir = RIGHT;
+ sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+ physic.set_velocity_x(KICKSPEED);
}
-
- dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
- physic.set_velocity_x(-physic.get_velocity_x());
- sound_manager->play("sounds/ricochet.wav", get_pos());
break;
}
case ICESTATE_FLAT:
physic.set_velocity_x(0);
break;
+ case ICESTATE_GRABBED:
+ break;
+ }
+}
+
+HitResponse
+MrIceBlock::collision(GameObject& object, const CollisionHit& hit)
+{
+ if(ice_state == ICESTATE_GRABBED)
+ return FORCE_MOVE;
+
+ return BadGuy::collision(object, hit);
+}
+
+HitResponse
+MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
+{
+ if(ice_state == ICESTATE_GRABBED)
+ return FORCE_MOVE;
+
+ // handle kicks from left or right side
+ if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
+ if(hit.left) {
+ dir = RIGHT;
+ player.kick();
+ set_state(ICESTATE_KICKED);
+ return FORCE_MOVE;
+ } else if(hit.right) {
+ dir = LEFT;
+ player.kick();
+ set_state(ICESTATE_KICKED);
+ return FORCE_MOVE;
+ }
}
- return CONTINUE;
+ return BadGuy::collision_player(player, hit);
}
HitResponse
{
switch(ice_state) {
case ICESTATE_NORMAL:
- if(fabsf(hit.normal.x) > .8) {
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
- }
- return CONTINUE;
+ return WalkingBadguy::collision_badguy(badguy, hit);
case ICESTATE_FLAT:
return FORCE_MOVE;
case ICESTATE_KICKED:
}
bool
-MrIceBlock::collision_squished(Player& player)
+MrIceBlock::collision_squished(GameObject& object)
{
switch(ice_state) {
case ICESTATE_KICKED:
return true;
}
- // flatten
+ set_state(ICESTATE_FLAT);
+ break;
+ case ICESTATE_FLAT:
+ {
+ MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
+ if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
+ set_state(ICESTATE_KICKED);
+ break;
+ case ICESTATE_GRABBED:
+ assert(false);
+ break;
+ }
+
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
+ return true;
+}
+
+void
+MrIceBlock::set_state(IceState state)
+{
+ if(ice_state == state)
+ return;
+
+ switch(state) {
+ case ICESTATE_NORMAL:
+ WalkingBadguy::activate();
+ break;
+ case ICESTATE_FLAT:
sound_manager->play("sounds/stomp.wav", get_pos());
physic.set_velocity_x(0);
- physic.set_velocity_y(0);
-
+ physic.set_velocity_y(0);
+
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
flat_timer.start(4);
- ice_state = ICESTATE_FLAT;
break;
- case ICESTATE_FLAT:
- // kick
+ case ICESTATE_KICKED:
sound_manager->play("sounds/kick.wav", get_pos());
- if(player.get_pos().x < get_pos().x) {
- dir = RIGHT;
- } else {
- dir = LEFT;
- }
physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
- ice_state = ICESTATE_KICKED;
+ // we should slide above 1 block holes now...
+ bbox.set_size(34, 31.8f);
break;
+ case ICESTATE_GRABBED:
+ flat_timer.stop();
+ break;
+ default:
+ assert(false);
}
+ ice_state = state;
+}
- player.bounce(*this);
- return true;
+void
+MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
+{
+ movement = pos - get_pos();
+ this->dir = dir;
+ sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+ set_state(ICESTATE_GRABBED);
+ set_group(COLGROUP_DISABLED);
+}
+
+void
+MrIceBlock::ungrab(MovingObject& , Direction dir)
+{
+ this->dir = dir;
+ set_state(ICESTATE_KICKED);
+ set_group(COLGROUP_MOVING);
+}
+
+bool
+MrIceBlock::is_portable() const
+{
+ return ice_state == ICESTATE_FLAT;
}
IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")