1// SuperTux
2// Copyright (C) 2006 Matthias Braun <matze@braunis.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/firefly.hpp"
18
19#include <math.h>
20
21#include "audio/sound_manager.hpp"
22#include "math/random.hpp"
23#include "math/util.hpp"
24#include "object/player.hpp"
25#include "object/sprite_particle.hpp"
26#include "sprite/sprite.hpp"
27#include "sprite/sprite_manager.hpp"
28#include "supertux/game_session.hpp"
29#include "supertux/sector.hpp"
30#include "util/reader_mapping.hpp"
31
32static const Color TORCH_LIGHT_COLOR = Color(0.87f, 0.64f, 0.12f); /** Color of the light specific to the torch firefly sprite */
33static const Vector TORCH_LIGHT_OFFSET = Vector(0, 12); /** Offset of the light specific to the torch firefly sprite */
34
35Firefly::Firefly(const ReaderMapping& mapping) :
36 MovingSprite(mapping, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
37 m_sprite_light(),
38 activated(false),
39 initial_position(get_pos())
40{
41 if (!mapping.get( "sprite", m_sprite_name)){
42 reactivate();
43 return;
44 }
45 if (m_sprite_name.empty()) {
46 m_sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
47 reactivate();
48 return;
49 }
50 //Replace sprite
51 m_sprite = SpriteManager::current()->create( m_sprite_name );
52 m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height());
53
54 if (m_sprite_name.find("torch", 0) != std::string::npos) {
55 m_sprite_light = SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite");
56 m_sprite_light->set_blend(Blend::ADD);
57 m_sprite_light->set_color(TORCH_LIGHT_COLOR);
58 }
59
60 reactivate();
61
62 //Load sound
63 if ( m_sprite_name.find("vbell", 0) != std::string::npos ) {
64 SoundManager::current()->preload("sounds/savebell_low.wav");
65 }
66 else if ( m_sprite_name.find("torch", 0) != std::string::npos ) {
67 SoundManager::current()->preload("sounds/fire.ogg");
68 }
69 else {
70 SoundManager::current()->preload("sounds/savebell2.wav");
71 }
72}
73
74void
75Firefly::draw(DrawingContext& context)
76{
77 MovingSprite::draw(context);
78
79 if (m_sprite_name.find("torch", 0) != std::string::npos && (activated ||
80 m_sprite->get_action() == "ringing")) {
81 m_sprite_light->draw(context.light(), m_col.m_bbox.get_middle() - TORCH_LIGHT_OFFSET, 0);
82 }
83}
84
85void
86Firefly::reactivate()
87{
88 if (!GameSession::current()) {
89 return;
90 }
91 if (!GameSession::current()->get_reset_point_sectorname().empty() &&
92 GameSession::current()->get_reset_point_pos() == initial_position) {
93 // TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
94 // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
95 // Worst case a resetpoint in a different sector at the same position as the real
96 // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
97 // activated = true; here.
98 m_sprite->set_action("ringing");
99 }
100}
101
102HitResponse
103Firefly::collision(GameObject& other, const CollisionHit& )
104{
105 // If the bell is already activated, don't ring it again!
106 if (activated || m_sprite->get_action() == "ringing")
107 return ABORT_MOVE;
108
109 auto player = dynamic_cast<Player*> (&other);
110 if (player) {
111 activated = true;
112 // spawn some particles
113 // TODO: provide convenience function in MovingSprite or MovingObject?
114 for (int i = 0; i < 5; i++) {
115 Vector ppos = m_col.m_bbox.get_middle();
116 float angle = graphicsRandom.randf(-math::PI_2, math::PI_2);
117 float velocity = graphicsRandom.randf(450.0f, 900.0f);
118 float vx = sinf(angle)*velocity;
119 float vy = -cosf(angle)*velocity;
120 Vector pspeed = Vector(vx, vy);
121 Vector paccel = Vector(0.0f, 1000.0f);
122 Sector::get().add<SpriteParticle>("images/objects/particles/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1);
123 }
124
125 if ( m_sprite_name.find("vbell", 0) != std::string::npos ) {
126 SoundManager::current()->play("sounds/savebell_low.wav");
127 }
128 else if ( m_sprite_name.find("torch", 0) != std::string::npos) {
129 SoundManager::current()->play("sounds/fire.ogg");
130 }
131 else {
132 SoundManager::current()->play("sounds/savebell2.wav");
133 }
134
135 m_sprite->set_action("ringing");
136 GameSession::current()->set_reset_point(Sector::get().get_name(),
137 initial_position);
138 }
139
140 return ABORT_MOVE;
141}
142
143/* EOF */
144