fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / badguy / fish.cpp
index 5fca837..b603125 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 //  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.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-//  02111-1307, USA.
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
 #include <config.h>
 
 #include "fish.hpp"
+#include "tile.hpp"
 #include "object/tilemap.hpp"
+#include "log.hpp"
 
-static const float FISH_JUMP_POWER = 700;
-static const float FISH_FALL_BY_Y = 10;
-static const float FISH_WAIT_TIME = 3;
+static const float FISH_JUMP_POWER = -600;
+static const float FISH_WAIT_TIME = 1;
 
 Fish::Fish(const lisp::Lisp& reader)
-    : waiting(false)
+       : BadGuy(reader, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("images/creatures/fish/fish.sprite");
   physic.enable_gravity(true);
 }
 
-Fish::Fish(float pos_x, float pos_y)
-    : waiting(false)
+Fish::Fish(const Vector& pos)
+       : BadGuy(pos, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("images/creatures/fish/fish.sprite");
   physic.enable_gravity(true);
 }
 
@@ -57,10 +50,10 @@ Fish::write(lisp::Writer& writer)
   writer.end_list("fish");
 }
 
-HitResponse
-Fish::collision_solid(GameObject& , const CollisionHit& chit)
+void
+Fish::collision_solid(const CollisionHit& chit)
 {
-  return hit(chit);
+  hit(chit);
 }
 
 HitResponse
@@ -69,10 +62,19 @@ Fish::collision_badguy(BadGuy& , const CollisionHit& chit)
   return hit(chit);
 }
 
+void
+Fish::draw(DrawingContext& context)
+{
+  if(waiting.started())
+    return;
+
+  BadGuy::draw(context);
+}
+
 HitResponse
-Fish::hit(const CollisionHit& chit)
+Fish::hit(const CollisionHit& hit)
 {
-  if(chit.normal.y < .5) { // hit ceiling
+  if(hit.top) {
     physic.set_velocity_y(0);
   }
 
@@ -80,50 +82,58 @@ Fish::hit(const CollisionHit& chit)
 }
 
 void
+Fish::collision_tile(uint32_t tile_attributes)
+{
+  if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() >= 0)) {
+
+    // initialize stop position if uninitialized
+    if (stop_y == 0) stop_y = get_pos().y + get_bbox().get_height();
+
+    // stop when we have reached the stop position
+    if (get_pos().y >= stop_y) {
+      start_waiting();
+      movement = Vector(0, 0);
+    }
+
+  }
+}
+
+void
 Fish::active_update(float elapsed_time)
 {
   BadGuy::active_update(elapsed_time);
 
-  // check state and modify accordingly
-  if (!waiting && physic.get_velocity_y() < 0
-               && (get_pos().y - start_position.y) >= FISH_FALL_BY_Y) // we fell far enough
-  {
-       start_waiting();
+  // waited long enough?
+  if(waiting.check()) {
+    jump();
   }
-  else if (waiting)
-  {
-       waiting_for += elapsed_time;
-       if (waiting_for >= FISH_WAIT_TIME) // we've been waiting long enough
-       {
-         waiting = false;
-         physic.set_velocity_y(FISH_JUMP_POWER);
-         physic.enable_gravity(true);
-       }
-  }
-  
+
   // set sprite
-  sprite->set_action(physic.get_velocity_y() > 0 ? "normal" : "down");
-  
+  sprite->set_action(physic.get_velocity_y() < 0 ? "normal" : "down");
+
   // we can't afford flying out of the tilemap, 'cause the engine would remove us.
   if ((get_pos().y - 31.8) < 0) // too high, let us fall
   {
-       physic.set_velocity_y(0);
-       physic.enable_gravity(true);
-  }
-  else if (Sector::current() && // spares us from possible segfaults
-          (get_pos().y - 31.8) > (Sector::current()->solids->get_height() * 32)) // too low, wait.
-  {
-       start_waiting();
+    physic.set_velocity_y(0);
+    physic.enable_gravity(true);
   }
 }
 
 void
 Fish::start_waiting()
 {
-  waiting_for = 0;
-  waiting = true;
+  waiting.start(FISH_WAIT_TIME);
+  set_group(COLGROUP_DISABLED);
   physic.enable_gravity(false);
   physic.set_velocity_y(0);
 }
 
+void
+Fish::jump()
+{
+  physic.set_velocity_y(FISH_JUMP_POWER);
+  physic.enable_gravity(true);
+  set_group(COLGROUP_MOVING);
+}
+
 IMPLEMENT_FACTORY(Fish, "fish")