Owl releases payload when killed by fire of invincibility, fixes bug 782
[supertux.git] / src / badguy / fish.cpp
index abc380b..c8bf809 100644 (file)
@@ -1,78 +1,75 @@
-//  $Id$
-// 
 //  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
-//  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.
-// 
+//
 //  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.
-#include <config.h>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/fish.hpp"
 
-#include "fish.hpp"
-#include "object/tilemap.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/tile.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)
+Fish::Fish(const Reader& reader) :
+  BadGuy(reader, "images/creatures/fish/fish.sprite", LAYER_TILES-1), 
+  waiting(),
+  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("fish");
   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), 
+  waiting(),
+  stop_y(0)
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("fish");
   physic.enable_gravity(true);
 }
 
 void
-Fish::write(lisp::Writer& writer)
+Fish::collision_solid(const CollisionHit& chit)
 {
-  writer.start_list("fish");
-
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
-
-  writer.end_list("fish");
+  hit(chit);
 }
 
 HitResponse
-Fish::collision_solid(GameObject& other, const CollisionHit& chit)
+Fish::collision_badguy(BadGuy& , const CollisionHit& chit)
 {
   return hit(chit);
 }
 
-HitResponse
-Fish::collision_badguy(BadGuy& other, const CollisionHit& chit)
+void
+Fish::draw(DrawingContext& context)
 {
-  return hit(chit);
+  if(waiting.started())
+    return;
+
+  if (get_state() == STATE_FALLING) {
+    sprite->set_action("down");
+    sprite->draw(context, get_pos(), layer);
+  }
+  else if (get_state() == STATE_ACTIVE) {
+    sprite->draw(context, get_pos(), layer);
+  }
 }
 
 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 +77,81 @@ 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) {
+      if(!frozen)
+        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();
-  }
-  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);
-       }
+  // waited long enough?
+  if(waiting.check()) {
+    jump();
   }
-  
+
   // set sprite
-  sprite->set_action(physic.get_velocity_y() > 0 ? "normal" : "down");
-  
+  if(!frozen)
+    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_colgroup_active(COLGROUP_DISABLED);
   physic.enable_gravity(false);
   physic.set_velocity_y(0);
 }
 
-IMPLEMENT_FACTORY(Fish, "fish")
+void
+Fish::jump()
+{
+  physic.set_velocity_y(FISH_JUMP_POWER);
+  physic.enable_gravity(true);
+  set_colgroup_active(COLGROUP_MOVING);
+}
+
+void
+Fish::freeze()
+{
+  BadGuy::freeze();
+  sprite->set_action(physic.get_velocity_y() < 0 ? "iced" : "iced-down");
+  waiting.stop();
+}
+
+void
+Fish::unfreeze()
+{ // does this happen at all? (or do fishes die when they fall frozen?)
+  BadGuy::unfreeze();
+  start_waiting();
+}
+
+bool
+Fish::is_freezable() const
+{
+  return true;
+}
+
+/* EOF */