| 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 | |