// SuperTux - "Totem" Badguy
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// SuperTux - "Totem" Badguy
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "totem.hpp"
-#include "log.hpp"
+#include "audio/sound_manager.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#include <math.h>
static const float JUMP_ON_SPEED_Y = -400;
static const float JUMP_OFF_SPEED_Y = -500;
static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
static const float JUMP_ON_SPEED_Y = -400;
static const float JUMP_OFF_SPEED_Y = -500;
static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
-Totem::Totem(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/totem/totem.sprite")
-{
- carrying = 0;
- carried_by = 0;
- sound_manager->preload( LAND_ON_TOTEM_SOUND );
-}
-
-Totem::Totem(const Totem& other)
- : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+Totem::Totem(const Reader& reader) :
+ BadGuy(reader, "images/creatures/totem/totem.sprite"),
+ carrying(0),
+ carried_by(0)
Totem::updatePointers(const GameObject* from_object, GameObject* to_object)
{
if (from_object == carrying) {
Totem::updatePointers(const GameObject* from_object, GameObject* to_object)
{
if (from_object == carrying) {
-Totem::write(lisp::Writer& writer)
-{
- writer.start_list("totem");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("totem");
-}
-
-void
-Totem::activate()
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
return;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
return;
- Totem* t = dynamic_cast<Totem*>(*i);
- if (!t) continue;
-
- // skip if we are not approaching each other
- if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
-
- Vector p1 = this->get_pos();
- Vector p2 = t->get_pos();
-
- // skip if not on same height
- float dy = (p1.y - p2.y);
- if (fabsf(dy - 0) > 2) continue;
-
- // skip if too far away
- float dx = (p1.x - p2.x);
- if (fabsf(dx - 128) > 2) continue;
-
- physic.set_velocity_y(JUMP_ON_SPEED_Y);
- p1.y -= 1;
- this->set_pos(p1);
- break;
+ Totem* t = dynamic_cast<Totem*>(*i);
+ if (!t) continue;
+
+ // skip if we are not approaching each other
+ if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
+
+ Vector p1 = this->get_pos();
+ Vector p2 = t->get_pos();
+
+ // skip if not on same height
+ float dy = (p1.y - p2.y);
+ if (fabsf(dy - 0) > 2) continue;
+
+ // skip if too far away
+ float dx = (p1.x - p2.x);
+ if (fabsf(dx - 128) > 2) continue;
+
+ physic.set_velocity_y(JUMP_ON_SPEED_Y);
+ p1.y -= 1;
+ this->set_pos(p1);
+ break;
jump_off();
}
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
jump_off();
}
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
// if we hit a Totem that is not from our stack: have our base jump on its top
Totem* totem = dynamic_cast<Totem*>(&badguy);
if (totem) {
// if we hit a Totem that is not from our stack: have our base jump on its top
Totem* totem = dynamic_cast<Totem*>(&badguy);
if (totem) {