| 1 | // IceCrusher - A block to stand on, which can drop down to crush the player |
| 2 | // Copyright (C) 2008 Christoph Sommer <christoph.sommer@2008.expires.deltadevelopment.de> |
| 3 | // Copyright (C) 2010 Florian Forster <supertux at octo.it> |
| 4 | // |
| 5 | // This program is free software: you can redistribute it and/or modify |
| 6 | // it under the terms of the GNU General Public License as published by |
| 7 | // the Free Software Foundation, either version 3 of the License, or |
| 8 | // (at your option) any later version. |
| 9 | // |
| 10 | // This program is distributed in the hope that it will be useful, |
| 11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | // GNU General Public License for more details. |
| 14 | // |
| 15 | // You should have received a copy of the GNU General Public License |
| 16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 17 | |
| 18 | #include "object/icecrusher.hpp" |
| 19 | |
| 20 | #include <algorithm> |
| 21 | #include <math.h> |
| 22 | |
| 23 | #include "audio/sound_manager.hpp" |
| 24 | #include "badguy/badguy.hpp" |
| 25 | #include "object/coin.hpp" |
| 26 | #include "object/camera.hpp" |
| 27 | #include "object/particles.hpp" |
| 28 | #include "object/player.hpp" |
| 29 | #include "sprite/sprite.hpp" |
| 30 | #include "supertux/sector.hpp" |
| 31 | |
| 32 | namespace { |
| 33 | /* Maximum movement speed in pixels per LOGICAL_FPS */ |
| 34 | const float MAX_DROP_SPEED = 10.0f; |
| 35 | const float RECOVER_SPEED_NORMAL = -3.125f; |
| 36 | const float RECOVER_SPEED_LARGE = -2.0f; |
| 37 | const float DROP_ACTIVATION_DISTANCE = 4.0f; |
| 38 | const float PAUSE_TIME_NORMAL = 0.5f; |
| 39 | const float PAUSE_TIME_LARGE = 1.0f; |
| 40 | } |
| 41 | |
| 42 | IceCrusher::IceCrusher(const ReaderMapping& reader) : |
| 43 | MovingSprite(reader, "images/creatures/icecrusher/icecrusher.sprite" , LAYER_OBJECTS, COLGROUP_STATIC), |
| 44 | state(IDLE), |
| 45 | start_position(m_col.m_bbox.p1()), |
| 46 | physic(), |
| 47 | cooldown_timer(0.0), |
| 48 | lefteye(), |
| 49 | righteye(), |
| 50 | whites(), |
| 51 | ic_size(NORMAL) |
| 52 | { |
| 53 | // TODO: icecrusher hitting deserves its own sounds- |
| 54 | // one for hitting the ground, one for hitting Tux |
| 55 | if ( m_sprite_name.find("rock_crusher" ) != std::string::npos || |
| 56 | m_sprite_name.find("moss_crusher" ) != std::string::npos ) |
| 57 | { |
| 58 | SoundManager::current()->preload("sounds/thud.ogg" ); |
| 59 | } |
| 60 | else |
| 61 | { |
| 62 | SoundManager::current()->preload("sounds/brick.wav" ); |
| 63 | } |
| 64 | |
| 65 | set_state(state, true); |
| 66 | after_sprite_set(); |
| 67 | } |
| 68 | |
| 69 | void |
| 70 | IceCrusher::set_state(IceCrusherState state_, bool force) |
| 71 | { |
| 72 | if ((state == state_) && (!force)) return; |
| 73 | switch (state_) { |
| 74 | case IDLE: |
| 75 | set_group(COLGROUP_STATIC); |
| 76 | physic.enable_gravity (false); |
| 77 | m_sprite->set_action("idle" ); |
| 78 | break; |
| 79 | case CRUSHING: |
| 80 | set_group(COLGROUP_MOVING_STATIC); |
| 81 | physic.reset (); |
| 82 | physic.enable_gravity (true); |
| 83 | m_sprite->set_action("crushing" ); |
| 84 | break; |
| 85 | case RECOVERING: |
| 86 | set_group(COLGROUP_MOVING_STATIC); |
| 87 | physic.enable_gravity (false); |
| 88 | m_sprite->set_action("recovering" ); |
| 89 | break; |
| 90 | default: |
| 91 | log_debug << "IceCrusher in invalid state" << std::endl; |
| 92 | break; |
| 93 | } |
| 94 | state = state_; |
| 95 | } |
| 96 | |
| 97 | HitResponse |
| 98 | IceCrusher::collision(GameObject& other, const CollisionHit& hit) |
| 99 | { |
| 100 | auto player = dynamic_cast<Player*>(&other); |
| 101 | |
| 102 | // If the other object is the player, and the collision is at the |
| 103 | // bottom of the ice crusher, hurt the player. |
| 104 | if (player && hit.bottom) { |
| 105 | SoundManager::current()->play("sounds/brick.wav" ); |
| 106 | if (state == CRUSHING) |
| 107 | set_state(RECOVERING); |
| 108 | if (player->is_invincible()) { |
| 109 | return ABORT_MOVE; |
| 110 | } |
| 111 | player->kill(false); |
| 112 | return FORCE_MOVE; |
| 113 | } |
| 114 | auto badguy = dynamic_cast<BadGuy*>(&other); |
| 115 | if (badguy) { |
| 116 | badguy->kill_fall(); |
| 117 | } |
| 118 | |
| 119 | auto heavy_coin = dynamic_cast<HeavyCoin*>(&other); |
| 120 | if(heavy_coin) { |
| 121 | return ABORT_MOVE; |
| 122 | } |
| 123 | return FORCE_MOVE; |
| 124 | } |
| 125 | |
| 126 | void |
| 127 | IceCrusher::collision_solid(const CollisionHit& hit) |
| 128 | { |
| 129 | switch (state) { |
| 130 | case RECOVERING: |
| 131 | case IDLE: |
| 132 | break; |
| 133 | case CRUSHING: |
| 134 | if (hit.bottom) { |
| 135 | if (ic_size == LARGE) { |
| 136 | cooldown_timer = PAUSE_TIME_LARGE; |
| 137 | Sector::get().get_camera().shake (0.125f, 0.0f, 16.0f); |
| 138 | SoundManager::current()->play("sounds/brick.wav" ); |
| 139 | // throw some particles, bigger and more for large icecrusher |
| 140 | for (int j = 0; j < 9; j++) |
| 141 | { |
| 142 | Sector::get().add<Particles>( |
| 143 | Vector(m_col.m_bbox.get_right() - static_cast<float>(j) * 8.0f - 4.0f, m_col.m_bbox.get_bottom()), |
| 144 | 0, 90-5*j, 140, 380, Vector(0.0f, 300.0f), |
| 145 | 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1); |
| 146 | Sector::get().add<Particles>( |
| 147 | Vector(m_col.m_bbox.get_left() + static_cast<float>(j) * 8.0f + 4.0f, m_col.m_bbox.get_bottom()), |
| 148 | 270+5*j, 360, 140, 380, Vector(0.0f, 300.0f), |
| 149 | 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1); |
| 150 | } |
| 151 | } |
| 152 | else { |
| 153 | cooldown_timer = PAUSE_TIME_NORMAL; |
| 154 | Sector::get().get_camera().shake (0.1f, 0.0, 8.0); |
| 155 | if ( m_sprite_name.find("rock_crusher" ) != std::string::npos || |
| 156 | m_sprite_name.find("moss_crusher" ) != std::string::npos ) |
| 157 | { |
| 158 | SoundManager::current()->play("sounds/thud.ogg" ); |
| 159 | } |
| 160 | else |
| 161 | { |
| 162 | SoundManager::current()->play("sounds/brick.wav" ); |
| 163 | } |
| 164 | // throw some particles |
| 165 | for (int j = 0; j < 5; j++) |
| 166 | { |
| 167 | Sector::get().add<Particles>( |
| 168 | Vector(m_col.m_bbox.get_right() - static_cast<float>(j) * 8.0f - 4.0f, |
| 169 | m_col.m_bbox.get_bottom()), |
| 170 | 0, 90+10*j, 140, 260, Vector(0, 300), |
| 171 | 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1); |
| 172 | Sector::get().add<Particles>( |
| 173 | Vector(m_col.m_bbox.get_left() + static_cast<float>(j) * 8.0f + 4.0f, |
| 174 | m_col.m_bbox.get_bottom()), |
| 175 | 270+10*j, 360, 140, 260, Vector(0, 300), |
| 176 | 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1); |
| 177 | } |
| 178 | } |
| 179 | set_state(RECOVERING); |
| 180 | } |
| 181 | break; |
| 182 | default: |
| 183 | log_debug << "IceCrusher in invalid state" << std::endl; |
| 184 | break; |
| 185 | } |
| 186 | } |
| 187 | |
| 188 | void |
| 189 | IceCrusher::update(float dt_sec) |
| 190 | { |
| 191 | if (cooldown_timer >= dt_sec) |
| 192 | { |
| 193 | cooldown_timer -= dt_sec; |
| 194 | return; |
| 195 | } |
| 196 | else if (cooldown_timer != 0.0f) |
| 197 | { |
| 198 | dt_sec -= cooldown_timer; |
| 199 | cooldown_timer = 0.0; |
| 200 | } |
| 201 | |
| 202 | switch (state) { |
| 203 | case IDLE: |
| 204 | m_col.m_movement = Vector (0, 0); |
| 205 | if (found_victim()) |
| 206 | set_state(CRUSHING); |
| 207 | break; |
| 208 | case CRUSHING: |
| 209 | m_col.m_movement = physic.get_movement (dt_sec); |
| 210 | if (m_col.m_movement.y > MAX_DROP_SPEED) |
| 211 | m_col.m_movement.y = MAX_DROP_SPEED; |
| 212 | break; |
| 213 | case RECOVERING: |
| 214 | if (m_col.m_bbox.get_top() <= start_position.y+1) { |
| 215 | set_pos(start_position); |
| 216 | m_col.m_movement = Vector (0, 0); |
| 217 | if (ic_size == LARGE) |
| 218 | cooldown_timer = PAUSE_TIME_LARGE; |
| 219 | else |
| 220 | cooldown_timer = PAUSE_TIME_NORMAL; |
| 221 | set_state(IDLE); |
| 222 | } |
| 223 | else { |
| 224 | if (ic_size == LARGE) |
| 225 | m_col.m_movement = Vector (0, RECOVER_SPEED_LARGE); |
| 226 | else |
| 227 | m_col.m_movement = Vector (0, RECOVER_SPEED_NORMAL); |
| 228 | } |
| 229 | break; |
| 230 | default: |
| 231 | log_debug << "IceCrusher in invalid state" << std::endl; |
| 232 | break; |
| 233 | } |
| 234 | } |
| 235 | |
| 236 | void |
| 237 | IceCrusher::draw(DrawingContext& context) |
| 238 | { |
| 239 | m_sprite->draw(context.color(), get_pos(), m_layer+2); |
| 240 | if (!(state == CRUSHING) && m_sprite->has_action("whites" )) |
| 241 | { |
| 242 | // draw icecrusher's eyes slightly behind |
| 243 | lefteye->draw(context.color(), get_pos()+eye_position(false), m_layer+1); |
| 244 | righteye->draw(context.color(), get_pos()+eye_position(true), m_layer+1); |
| 245 | // draw the whites of icecrusher's eyes even further behind |
| 246 | whites->draw(context.color(), get_pos(), m_layer); |
| 247 | } |
| 248 | } |
| 249 | |
| 250 | void |
| 251 | IceCrusher::after_editor_set() { |
| 252 | MovingSprite::after_editor_set(); |
| 253 | after_sprite_set(); |
| 254 | } |
| 255 | |
| 256 | bool |
| 257 | IceCrusher::found_victim() const |
| 258 | { |
| 259 | if (auto* player = Sector::get().get_nearest_player(m_col.m_bbox)) |
| 260 | { |
| 261 | const Rectf& player_bbox = player->get_bbox(); |
| 262 | Rectf crush_area = Rectf(m_col.m_bbox.get_left()+1, m_col.m_bbox.get_bottom(), |
| 263 | m_col.m_bbox.get_right()-1, std::max(m_col.m_bbox.get_bottom(),player_bbox.get_top()-1)); |
| 264 | if ((player_bbox.get_top() >= m_col.m_bbox.get_bottom()) /* player is below crusher */ |
| 265 | && (player_bbox.get_right() > (m_col.m_bbox.get_left() - DROP_ACTIVATION_DISTANCE)) |
| 266 | && (player_bbox.get_left() < (m_col.m_bbox.get_right() + DROP_ACTIVATION_DISTANCE)) |
| 267 | && (Sector::get().is_free_of_statics(crush_area, this, false)) /* and area to player is free of objects */) { |
| 268 | return true; |
| 269 | } |
| 270 | } |
| 271 | |
| 272 | return false; |
| 273 | } |
| 274 | |
| 275 | Vector |
| 276 | IceCrusher::eye_position(bool right) const |
| 277 | { |
| 278 | if (state == IDLE) |
| 279 | { |
| 280 | if (auto* player = Sector::get().get_nearest_player (m_col.m_bbox)) |
| 281 | { |
| 282 | // Icecrusher focuses on approximate position of player's head |
| 283 | const float player_focus_x = (player->get_bbox().get_right() + player->get_bbox().get_left()) * 0.5f; |
| 284 | const float player_focus_y = player->get_bbox().get_bottom() * 0.25f + player->get_bbox().get_top() * 0.75f; |
| 285 | // Icecrusher's approximate origin of line-of-sight |
| 286 | const float crusher_origin_x = m_col.m_bbox.get_middle().x; |
| 287 | const float crusher_origin_y = m_col.m_bbox.get_middle().y; |
| 288 | // Line-of-sight displacement from icecrusher to player |
| 289 | const float displacement_x = player_focus_x - crusher_origin_x; |
| 290 | const float displacement_y = player_focus_y - crusher_origin_y; |
| 291 | const float displacement_mag = powf(powf(displacement_x, 2.0f) + powf(displacement_y, 2.0f), 0.5f); |
| 292 | // Determine weighting for eye displacement along x given icecrusher eye shape |
| 293 | int weight_x = m_sprite->get_width()/64 * (((displacement_x > 0) == right) ? 1 : 4); |
| 294 | int weight_y = m_sprite->get_width()/64 * 2; |
| 295 | |
| 296 | return Vector(displacement_x / displacement_mag * static_cast<float>(weight_x), |
| 297 | displacement_y / displacement_mag * static_cast<float>(weight_y) - static_cast<float>(weight_y)); |
| 298 | } |
| 299 | } |
| 300 | else if (state == RECOVERING) |
| 301 | { |
| 302 | // Eyes spin while icecrusher is recovering, giving a dazed impression |
| 303 | return Vector(sinf((right ? 1 : -1) * // X motion of each eye is opposite of the other |
| 304 | (get_pos().y/13 - // Phase factor due to y position |
| 305 | (ic_size==NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + cooldown_timer * 13.0f)) * //Phase factor due to cooldown timer |
| 306 | static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f - (right ? 1 : -1) * // Amplitude dependent on size |
| 307 | static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f, // Offset to keep eyes visible |
| 308 | |
| 309 | cosf((right ? 3.1415f : 0.0f) + // Eyes spin out of phase of eachother |
| 310 | get_pos().y / 13.0f - // Phase factor due to y position |
| 311 | (ic_size==NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + cooldown_timer * 13.0f) * //Phase factor due to cooldown timer |
| 312 | static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f - // Amplitude dependent on size |
| 313 | static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f); // Offset to keep eyes visible |
| 314 | } |
| 315 | |
| 316 | return Vector(0,0); |
| 317 | } |
| 318 | |
| 319 | void |
| 320 | IceCrusher::after_sprite_set() |
| 321 | { |
| 322 | float sprite_width = static_cast<float>(m_sprite->get_width()); |
| 323 | if (sprite_width >= 128.0f) |
| 324 | ic_size = LARGE; |
| 325 | |
| 326 | if (!m_sprite->has_action("whites" )) |
| 327 | { |
| 328 | lefteye.reset(); |
| 329 | righteye.reset(); |
| 330 | whites.reset(); |
| 331 | } |
| 332 | else |
| 333 | { |
| 334 | lefteye = m_sprite->clone(); |
| 335 | lefteye->set_action("lefteye" ); |
| 336 | righteye = m_sprite->clone(); |
| 337 | righteye->set_action("righteye" ); |
| 338 | whites = m_sprite->clone(); |
| 339 | whites->set_action("whites" ); |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | /* EOF */ |
| 344 | |