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/player.hpp"
24 #include "object/rock.hpp"
25 #include "util/reader.hpp"
26 #include "util/log.hpp"
28 #define FLYING_SPEED 120.0
30 Owl::Owl(const Reader& reader) :
31 BadGuy(reader, "images/creatures/owl/owl.sprite"),
32 carried_obj_name("rock"),
35 reader.get("carry", carried_obj_name);
36 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
39 Owl::Owl(const Vector& pos, Direction d) :
40 BadGuy(pos, d, "images/creatures/owl/owl.sprite"),
41 carried_obj_name("rock"),
44 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
50 GameObject *game_object;
52 physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
53 physic.enable_gravity(false);
54 sprite->set_action(dir == LEFT ? "left" : "right");
56 game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
57 if (game_object == NULL) {
58 log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl;
62 carried_object = dynamic_cast<Portable *> (game_object);
63 if (carried_object == NULL) {
64 log_warning << "Object is not portable: " << carried_obj_name << std::endl;
69 Sector::current ()->add_object (game_object);
70 } /* void initialize */
73 Owl::is_above_player (void)
75 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
79 const Rectf& player_bbox = player->get_bbox();
80 const Rectf& owl_bbox = get_bbox();
81 if ((player_bbox.p1.y >= owl_bbox.p2.y) /* player is below us */
82 && (player_bbox.p2.x > owl_bbox.p1.x)
83 && (player_bbox.p1.x < owl_bbox.p2.x))
90 Owl::active_update (float elapsed_time)
92 BadGuy::active_update (elapsed_time);
94 if (carried_object != NULL) {
95 if (!is_above_player ()) {
96 Vector obj_pos = get_pos ();
98 obj_pos.y += bbox.get_height ();
99 carried_object->grab (*this, obj_pos, dir);
101 else { /* if (is_above_player) */
102 carried_object->ungrab (*this, dir);
103 carried_object = NULL;
109 Owl::collision_squished(GameObject&)
111 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
113 player->bounce (*this);
115 if (carried_object != NULL) {
116 carried_object->ungrab (*this, dir);
117 carried_object = NULL;
125 Owl::collision_solid(const CollisionHit& hit)
127 if(hit.top || hit.bottom) {
128 physic.set_velocity_y(0);
129 } else if(hit.left || hit.right) {
131 set_action ("right", /* loops = */ -1);
132 physic.set_velocity_x (FLYING_SPEED);
135 set_action ("left", /* loops = */ -1);
136 physic.set_velocity_x (-FLYING_SPEED);
139 } /* void Owl::collision_solid */
142 Owl::collision_player(Player& player, const CollisionHit& hit)
144 //Hack to tell if we should die
145 HitResponse response = BadGuy::collision_player(player, hit);
146 if(response == FORCE_MOVE) {
147 if (carried_object != NULL) {
148 carried_object->ungrab (*this, dir);
149 carried_object = NULL;
157 /* vim: set sw=2 sts=2 et fdm=marker : */