1 | // SuperTux -- Explosion object |
2 | // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.de> |
3 | // |
4 | // This program is free software: you can redistribute it and/or modify |
5 | // it under the terms of the GNU General Public License as published by |
6 | // the Free Software Foundation, either version 3 of the License, or |
7 | // (at your option) any later version. |
8 | // |
9 | // This program is distributed in the hope that it will be useful, |
10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 | // GNU General Public License for more details. |
13 | // |
14 | // You should have received a copy of the GNU General Public License |
15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
16 | |
17 | #include "object/explosion.hpp" |
18 | |
19 | #include "audio/sound_manager.hpp" |
20 | #include "badguy/badguy.hpp" |
21 | #include "badguy/walking_badguy.hpp" |
22 | #include "math/random.hpp" |
23 | #include "object/particles.hpp" |
24 | #include "object/player.hpp" |
25 | #include "sprite/sprite.hpp" |
26 | #include "sprite/sprite_manager.hpp" |
27 | #include "supertux/sector.hpp" |
28 | |
29 | Explosion::Explosion(const Vector& pos) : |
30 | MovingSprite(pos, "images/objects/explosion/explosion.sprite" , LAYER_OBJECTS+40, COLGROUP_MOVING), |
31 | hurt(true), |
32 | push(false), |
33 | state(STATE_WAITING), |
34 | lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite" )) |
35 | { |
36 | SoundManager::current()->preload("sounds/explosion.wav" ); |
37 | SoundManager::current()->preload("sounds/firecracker.ogg" ); |
38 | set_pos(get_pos() - (m_col.m_bbox.get_middle() - get_pos())); |
39 | lightsprite->set_blend(Blend::ADD); |
40 | lightsprite->set_color(Color(0.6f, 0.6f, 0.6f)); |
41 | } |
42 | |
43 | Explosion::Explosion(const ReaderMapping& reader) : |
44 | MovingSprite(reader, "images/objects/explosion/explosion.sprite" , LAYER_OBJECTS+40, COLGROUP_MOVING), |
45 | hurt(true), |
46 | push(false), |
47 | state(STATE_WAITING), |
48 | lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite" )) |
49 | { |
50 | SoundManager::current()->preload("sounds/explosion.wav" ); |
51 | SoundManager::current()->preload("sounds/firecracker.ogg" ); |
52 | lightsprite->set_blend(Blend::ADD); |
53 | lightsprite->set_color(Color(0.6f, 0.6f, 0.6f)); |
54 | } |
55 | |
56 | void |
57 | Explosion::explode() |
58 | { |
59 | if (state != STATE_WAITING) |
60 | return; |
61 | state = STATE_EXPLODING; |
62 | |
63 | set_action(hurt ? "default" : "pop" , 1); |
64 | m_sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action |
65 | m_sprite->set_angle(graphicsRandom.randf(0, 360)); // a random rotation on the sprite to make explosions appear more random |
66 | if (hurt) |
67 | SoundManager::current()->play("sounds/explosion.wav" , get_pos(), 0.98f); |
68 | else |
69 | SoundManager::current()->play("sounds/firecracker.ogg" , get_pos(), 0.7f); |
70 | |
71 | // spawn some particles |
72 | int pnumber = push ? 8 : 100; |
73 | Vector accel = Vector(0, Sector::get().get_gravity()*100); |
74 | Sector::get().add<Particles>( |
75 | m_col.m_bbox.get_middle(), -360, 360, 450, 900, accel , pnumber, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS-1); |
76 | |
77 | if (push) { |
78 | Vector center = m_col.m_bbox.get_middle (); |
79 | auto near_objects = Sector::get().get_nearby_objects (center, 10.0 * 32.0); |
80 | |
81 | for (auto& obj: near_objects) { |
82 | Vector obj_vector = obj->get_bbox ().get_middle (); |
83 | Vector direction = obj_vector - center; |
84 | float distance = direction.norm (); |
85 | |
86 | /* If the distance is very small, for example because "obj" is the badguy |
87 | * causing the explosion, skip this object. */ |
88 | if (distance <= 1.0f) |
89 | continue; |
90 | |
91 | /* The force decreases with the distance squared. In the distance of one |
92 | * tile (32 pixels) you will have a speed increase of 150 pixels/s. */ |
93 | float force = 150.0f * 32.0f * 32.0f / (distance * distance); |
94 | if (force > 200.0f) |
95 | force = 200.0; |
96 | |
97 | Vector add_speed = direction.unit () * force; |
98 | |
99 | auto player = dynamic_cast<Player *> (obj); |
100 | if (player) { |
101 | player->add_velocity (add_speed); |
102 | } |
103 | |
104 | auto badguy = dynamic_cast<WalkingBadguy *> (obj); |
105 | if (badguy && badguy->is_active()) { |
106 | badguy->add_velocity (add_speed); |
107 | } |
108 | } |
109 | } |
110 | } |
111 | |
112 | void |
113 | Explosion::update(float ) |
114 | { |
115 | switch (state) { |
116 | case STATE_WAITING: |
117 | explode(); |
118 | break; |
119 | case STATE_EXPLODING: |
120 | if (m_sprite->animation_done()) { |
121 | remove_me(); |
122 | } |
123 | break; |
124 | } |
125 | } |
126 | |
127 | void |
128 | Explosion::draw(DrawingContext& context) |
129 | { |
130 | m_sprite->draw(context.color(), get_pos(), LAYER_OBJECTS+40); |
131 | lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0); |
132 | } |
133 | |
134 | HitResponse |
135 | Explosion::collision(GameObject& other, const CollisionHit& ) |
136 | { |
137 | if ((state != STATE_EXPLODING) || !hurt || m_sprite->get_current_frame() > 8) |
138 | return ABORT_MOVE; |
139 | |
140 | auto player = dynamic_cast<Player*>(&other); |
141 | if (player != nullptr) { |
142 | player->kill(false); |
143 | } |
144 | |
145 | auto badguy = dynamic_cast<BadGuy*>(&other); |
146 | if (badguy != nullptr) { |
147 | badguy->kill_fall(); |
148 | } |
149 | |
150 | return ABORT_MOVE; |
151 | } |
152 | |
153 | /* EOF */ |
154 | |