#include <config.h>
#include "candle.hpp"
+#include "scripting/candle.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "sector.hpp"
+#include "object/sprite_particle.hpp"
#include "object_factory.hpp"
+#include "random_generator.hpp"
Candle::Candle(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED)
+ : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED), burning(true),
+ candle_light_1("images/objects/candle/candle-light-1.png"),
+ candle_light_2("images/objects/candle/candle-light-2.png")
{
+ lisp.get("name", name);
+ lisp.get("burning", burning);
+
+ if (burning) {
+ sprite->set_action("on");
+ } else {
+ sprite->set_action("off");
+ }
+
}
void
-Candle::write(lisp::Writer& writer)
+Candle::draw(DrawingContext& context)
{
- writer.start_list("candle");
- writer.write_float("x", bbox.p1.x);
- writer.write_float("y", bbox.p1.y);
- writer.end_list("candle");
+ // draw regular sprite
+ sprite->draw(context, get_pos(), layer);
+
+ // draw on lightmap
+ if (burning) {
+ Vector pos = get_pos() + (bbox.get_size() - candle_light_1.get_size()) / 2;
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ // draw approx. 1 in 10 frames darker. Makes the candle flicker
+ if (systemRandom.rand(10) != 0) {
+ context.draw_surface(&candle_light_1, pos, layer);
+ } else {
+ context.draw_surface(&candle_light_2, pos, layer);
+ }
+ context.pop_target();
+ }
}
HitResponse
-Candle::collision(GameObject& , const CollisionHit& )
+Candle::collision(GameObject&, const CollisionHit& )
{
return FORCE_MOVE;
}
+void
+Candle::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty()) return;
+ Scripting::Candle* interface = new Scripting::Candle(this);
+ expose_object(vm, table_idx, interface, name, true);
+}
+
+void
+Candle::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty()) return;
+ Scripting::unexpose_object(vm, table_idx, name);
+}
+
+void
+Candle::puff_smoke()
+{
+ Vector ppos = bbox.get_middle();
+ Vector pspeed = Vector(0, -150);
+ Vector paccel = Vector(0,0);
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
+}
+
+bool
+Candle::get_burning()
+{
+ return burning;
+}
+
+void
+Candle::set_burning(bool burning)
+{
+ if (this->burning == burning) return;
+ this->burning = burning;
+ if (burning) {
+ sprite->set_action("on");
+ puff_smoke();
+ } else {
+ sprite->set_action("off");
+ puff_smoke();
+ }
+}
+
IMPLEMENT_FACTORY(Candle, "candle");