2 // Copyright (C) 2008 Wolfgang Becker <uafr@gmx.de>
3 // Copyright (C) 2010 Florian Forster <supertux at octo.it>
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.
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.
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/>.
18 #include "badguy/owl.hpp"
20 #include "sprite/sprite.hpp"
21 #include "supertux/object_factory.hpp"
22 #include "supertux/sector.hpp"
23 #include "object/anchor_point.hpp"
24 #include "object/player.hpp"
25 #include "object/rock.hpp"
26 #include "util/reader.hpp"
27 #include "util/log.hpp"
29 #define FLYING_SPEED 120.0
30 #define ACTIVATION_DISTANCE 128.0
32 Owl::Owl(const Reader& reader) :
33 BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
34 carried_obj_name("skydive"),
37 reader.get("carry", carried_obj_name);
38 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
41 Owl::Owl(const Vector& pos, Direction d) :
42 BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
43 carried_obj_name("skydive"),
46 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
52 GameObject *game_object;
54 physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
55 physic.enable_gravity(false);
56 sprite->set_action(dir == LEFT ? "left" : "right");
58 game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
59 if (game_object == NULL) {
60 log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl;
64 carried_object = dynamic_cast<Portable *> (game_object);
65 if (carried_object == NULL) {
66 log_warning << "Object is not portable: " << carried_obj_name << std::endl;
71 Sector::current ()->add_object (game_object);
72 } /* void initialize */
75 Owl::is_above_player (void)
77 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
81 /* Let go of carried objects a short while *before* Tux is below us. This
82 * makes it more likely that we'll hit him. */
83 float x_offset = (dir == LEFT) ? ACTIVATION_DISTANCE : -ACTIVATION_DISTANCE;
85 const Rectf& player_bbox = player->get_bbox();
86 const Rectf& owl_bbox = get_bbox();
88 if ((player_bbox.p1.y >= owl_bbox.p2.y) /* player is below us */
89 && ((player_bbox.p2.x + x_offset) > owl_bbox.p1.x)
90 && ((player_bbox.p1.x + x_offset) < owl_bbox.p2.x))
97 Owl::active_update (float elapsed_time)
99 BadGuy::active_update (elapsed_time);
101 if (carried_object != NULL) {
102 if (!is_above_player ()) {
103 Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
104 obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
105 obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
107 carried_object->grab (*this, obj_pos, dir);
109 else { /* if (is_above_player) */
110 carried_object->ungrab (*this, dir);
111 carried_object = NULL;
117 Owl::collision_squished(GameObject&)
119 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
121 player->bounce (*this);
123 if (carried_object != NULL) {
124 carried_object->ungrab (*this, dir);
125 carried_object = NULL;
133 Owl::collision_solid(const CollisionHit& hit)
135 if(hit.top || hit.bottom) {
136 physic.set_velocity_y(0);
137 } else if(hit.left || hit.right) {
139 set_action ("right", /* loops = */ -1);
140 physic.set_velocity_x (FLYING_SPEED);
143 set_action ("left", /* loops = */ -1);
144 physic.set_velocity_x (-FLYING_SPEED);
147 } /* void Owl::collision_solid */
149 /* vim: set sw=2 sts=2 et fdm=marker : */