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 "audio/sound_manager.hpp"
21 #include "object/anchor_point.hpp"
22 #include "object/player.hpp"
23 #include "object/rock.hpp"
24 #include "sprite/sprite.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
28 #include "util/log.hpp"
30 #define FLYING_SPEED 120.0
31 #define ACTIVATION_DISTANCE 128.0
33 Owl::Owl(const Reader& reader) :
34 BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
35 carried_obj_name("skydive"),
38 reader.get("carry", carried_obj_name);
39 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
42 Owl::Owl(const Vector& pos, Direction d) :
43 BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
44 carried_obj_name("skydive"),
47 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
53 physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
54 physic.enable_gravity(false);
55 sprite->set_action(dir == LEFT ? "left" : "right");
57 auto game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
58 if (game_object == NULL)
60 log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl;
64 carried_object = dynamic_cast<Portable*>(game_object.get());
65 if (carried_object == NULL)
67 log_warning << "Object is not portable: " << carried_obj_name << std::endl;
71 Sector::current()->add_object(game_object);
77 Owl::is_above_player (void)
79 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
83 /* Let go of carried objects a short while *before* Tux is below us. This
84 * makes it more likely that we'll hit him. */
85 float x_offset = (dir == LEFT) ? ACTIVATION_DISTANCE : -ACTIVATION_DISTANCE;
87 const Rectf& player_bbox = player->get_bbox();
88 const Rectf& owl_bbox = get_bbox();
90 if ((player_bbox.p1.y >= owl_bbox.p2.y) /* player is below us */
91 && ((player_bbox.p2.x + x_offset) > owl_bbox.p1.x)
92 && ((player_bbox.p1.x + x_offset) < owl_bbox.p2.x))
99 Owl::active_update (float elapsed_time)
101 BadGuy::active_update (elapsed_time);
106 if (carried_object != NULL) {
107 if (!is_above_player ()) {
108 Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
109 obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
110 obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
112 //To drop enemie before leave the screen
113 if (obj_pos.x<=16 || obj_pos.x+16>=Sector::current()->get_width()){
114 carried_object->ungrab (*this, dir);
115 carried_object = NULL;
119 carried_object->grab (*this, obj_pos, dir);
121 else { /* if (is_above_player) */
122 carried_object->ungrab (*this, dir);
123 carried_object = NULL;
129 Owl::collision_squished(GameObject&)
131 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
133 player->bounce (*this);
135 if (carried_object != NULL) {
136 carried_object->ungrab (*this, dir);
137 carried_object = NULL;
147 SoundManager::current()->play("sounds/fall.wav", get_pos());
148 physic.set_velocity_y(0);
149 physic.set_acceleration_y(0);
150 physic.enable_gravity(true);
151 set_state(STATE_FALLING);
153 if (carried_object != NULL) {
154 carried_object->ungrab (*this, dir);
155 carried_object = NULL;
165 if (carried_object != NULL) {
166 carried_object->ungrab (*this, dir);
167 carried_object = NULL;
169 physic.enable_gravity(true);
177 physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
178 physic.enable_gravity(false);
179 sprite->set_action(dir == LEFT ? "left" : "right");
183 Owl::is_freezable() const
189 Owl::collision_solid(const CollisionHit& hit)
193 BadGuy::collision_solid(hit);
196 if(hit.top || hit.bottom) {
197 physic.set_velocity_y(0);
198 } else if(hit.left || hit.right) {
200 set_action ("right", /* loops = */ -1);
202 physic.set_velocity_x (FLYING_SPEED);
205 set_action ("left", /* loops = */ -1);
207 physic.set_velocity_x (-FLYING_SPEED);
210 } /* void Owl::collision_solid */
212 /* vim: set sw=2 sts=2 et fdm=marker : */