Russian translation update from Constantin Baranov... from December.
[supertux.git] / src / badguy / treewillowisp.cpp
index c31531f..4a0c06b 100644 (file)
 #include <config.h>
 
 #include "treewillowisp.hpp"
+#include "ghosttree.hpp"
 #include "object/lantern.hpp"
 
 static const std::string SOUNDFILE = "sounds/willowisp.wav";
+static const float       SUCKSPEED = 25;
 
-TreeWillOWisp::TreeWillOWisp(const Vector& pos, float radius, float speed)
-  : BadGuy(pos, "images/creatures/willowisp/willowisp.sprite",
-           LAYER_OBJECTS - 20), mystate(STATE_DEFAULT)
+TreeWillOWisp::TreeWillOWisp(GhostTree* tree, const Vector& pos,
+                             float radius, float speed)
+  : BadGuy(Vector(0, 0), "images/creatures/willowisp/willowisp.sprite",
+           LAYER_OBJECTS - 20), was_sucked(false), mystate(STATE_DEFAULT), tree(tree)
 {
+  treepos_delta = pos;
   sound_manager->preload(SOUNDFILE);
 
   this->radius = radius;
   this->angle  = 0;
   this->speed  = speed;
+  start_position = tree->get_pos() + treepos_delta;
+
+  set_colgroup_active(COLGROUP_MOVING);
 }
 
 TreeWillOWisp::~TreeWillOWisp()
@@ -48,8 +55,6 @@ TreeWillOWisp::activate()
   sound_source->set_gain(2.0);
   sound_source->set_reference_distance(32);
   sound_source->play();
-
-  set_group(COLGROUP_MOVING);
 }
 
 void
@@ -57,38 +62,73 @@ TreeWillOWisp::vanish()
 {
   mystate = STATE_VANISHING;
   sprite->set_action("vanishing", 1);
-  set_group(COLGROUP_DISABLED);
+  set_colgroup_active(COLGROUP_DISABLED);
+}
+
+void
+TreeWillOWisp::start_sucking(Vector suck_target)
+{
+  mystate = STATE_SUCKED;
+  this->suck_target = suck_target;
+  was_sucked = true;
 }
 
 HitResponse
 TreeWillOWisp::collision_player(Player& player, const CollisionHit& hit)
 {
-  (void) player;
-  (void) hit;
-
-  return FORCE_MOVE;
+  //TODO: basically a no-op. Remove if this doesn't change.
+  return BadGuy::collision_player(player, hit);
 }
 
 bool
 TreeWillOWisp::collides(GameObject& other, const CollisionHit& ) {
-  if (dynamic_cast<Lantern*>(&other)) return true;
+  Lantern* lantern = dynamic_cast<Lantern*>(&other);
+  if (lantern && lantern->is_open())
+    return true;
+  if (dynamic_cast<Player*>(&other))
+    return true;
+  
   return false;
 }
 
 void
-TreeWillOWisp::active_update(float elapsed_time)
+TreeWillOWisp::draw(DrawingContext& context)
 {
+  sprite->draw(context, get_pos(), layer);
+
+  context.push_target();
+  context.set_target(DrawingContext::LIGHTMAP);
 
+  sprite->draw(context, get_pos(), layer);
+
+  context.pop_target();
+}
+
+void
+TreeWillOWisp::active_update(float elapsed_time)
+{
   // remove TreeWillOWisp if it has completely vanished
   if (mystate == STATE_VANISHING) {
     if(sprite->animation_done()) {
       remove_me();
+      tree->willowisp_died(this);
+    }
+    return;
+  }
+
+  if (mystate == STATE_SUCKED) {
+    Vector dir = suck_target - get_pos();
+    if(dir.norm() < 5) {
+      vanish();
       return;
     }
+    Vector newpos = get_pos() + dir * elapsed_time;
+    movement = newpos - get_pos();
+    return;
   }
 
   angle = fmodf(angle + elapsed_time * speed, (float) (2*M_PI));
-  Vector newpos(start_position.x + sin(angle) * radius, start_position.y);
+  Vector newpos(tree->get_pos() + treepos_delta + Vector(sin(angle) * radius, 0));
   movement = newpos - get_pos();
   float sizemod = cos(angle) * 0.8f;
   /* TODO: modify sprite size */