#include "badguy/owl.hpp"
+#include "audio/sound_manager.hpp"
+#include "object/anchor_point.hpp"
+#include "object/player.hpp"
+#include "object/rock.hpp"
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
-#include "object/player.hpp"
-#include "object/rock.hpp"
#include "util/reader.hpp"
#include "util/log.hpp"
#define FLYING_SPEED 120.0
+#define ACTIVATION_DISTANCE 128.0
Owl::Owl(const Reader& reader) :
- BadGuy(reader, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("skydive"),
carried_object(NULL)
{
reader.get("carry", carried_obj_name);
}
Owl::Owl(const Vector& pos, Direction d) :
- BadGuy(pos, d, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("skydive"),
carried_object(NULL)
{
set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
void
Owl::initialize()
{
- GameObject *game_object;
-
physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
- game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
- if (game_object == NULL) {
+ auto game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
+ if (game_object == NULL)
+ {
log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl;
- return;
}
-
- carried_object = dynamic_cast<Portable *> (game_object);
- if (carried_object == NULL) {
- log_warning << "Object is not portable: " << carried_obj_name << std::endl;
- delete game_object;
- return;
+ else
+ {
+ carried_object = dynamic_cast<Portable*>(game_object.get());
+ if (carried_object == NULL)
+ {
+ log_warning << "Object is not portable: " << carried_obj_name << std::endl;
+ }
+ else
+ {
+ Sector::current()->add_object(game_object);
+ }
}
-
- Sector::current ()->add_object (game_object);
-} /* void initialize */
+}
bool
Owl::is_above_player (void)
if (!player)
return false;
+ /* Let go of carried objects a short while *before* Tux is below us. This
+ * makes it more likely that we'll hit him. */
+ float x_offset = (dir == LEFT) ? ACTIVATION_DISTANCE : -ACTIVATION_DISTANCE;
+
const Rectf& player_bbox = player->get_bbox();
const Rectf& owl_bbox = get_bbox();
+
if ((player_bbox.p1.y >= owl_bbox.p2.y) /* player is below us */
- && (player_bbox.p2.x > owl_bbox.p1.x)
- && (player_bbox.p1.x < owl_bbox.p2.x))
+ && ((player_bbox.p2.x + x_offset) > owl_bbox.p1.x)
+ && ((player_bbox.p1.x + x_offset) < owl_bbox.p2.x))
return true;
else
return false;
{
BadGuy::active_update (elapsed_time);
+ if(frozen)
+ return;
+
if (carried_object != NULL) {
if (!is_above_player ()) {
- Vector obj_pos = get_pos ();
-
- obj_pos.y += bbox.get_height ();
- carried_object->grab (*this, obj_pos, dir);
+ Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
+ obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
+ obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
+
+ //To drop enemie before leave the screen
+ if (obj_pos.x<=16 || obj_pos.x+16>=Sector::current()->get_width()){
+ carried_object->ungrab (*this, dir);
+ carried_object = NULL;
+ }
+
+ else
+ carried_object->grab (*this, obj_pos, dir);
}
else { /* if (is_above_player) */
carried_object->ungrab (*this, dir);
}
void
+Owl::kill_fall()
+{
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
+ physic.set_velocity_y(0);
+ physic.set_acceleration_y(0);
+ physic.enable_gravity(true);
+ set_state(STATE_FALLING);
+
+ if (carried_object != NULL) {
+ carried_object->ungrab (*this, dir);
+ carried_object = NULL;
+ }
+
+ // start dead-script
+ run_dead_script();
+}
+
+void
+Owl::freeze()
+{
+ if (carried_object != NULL) {
+ carried_object->ungrab (*this, dir);
+ carried_object = NULL;
+ }
+ physic.enable_gravity(true);
+ BadGuy::freeze();
+}
+
+void
+Owl::unfreeze()
+{
+ BadGuy::unfreeze();
+ physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
+ physic.enable_gravity(false);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+}
+
+bool
+Owl::is_freezable() const
+{
+ return true;
+}
+
+void
Owl::collision_solid(const CollisionHit& hit)
{
+ if(frozen)
+ {
+ BadGuy::collision_solid(hit);
+ return;
+ }
if(hit.top || hit.bottom) {
physic.set_velocity_y(0);
} else if(hit.left || hit.right) {
if (dir == LEFT) {
set_action ("right", /* loops = */ -1);
+ dir = RIGHT;
physic.set_velocity_x (FLYING_SPEED);
}
else {
set_action ("left", /* loops = */ -1);
+ dir = LEFT;
physic.set_velocity_x (-FLYING_SPEED);
}
}
} /* void Owl::collision_solid */
-HitResponse
-Owl::collision_player(Player& player, const CollisionHit& hit)
-{
- //Hack to tell if we should die
- HitResponse response = BadGuy::collision_player(player, hit);
- if(response == FORCE_MOVE) {
- if (carried_object != NULL) {
- carried_object->ungrab (*this, dir);
- carried_object = NULL;
- }
- kill_fall ();
- }
-
- return ABORT_MOVE;
-}
-
/* vim: set sw=2 sts=2 et fdm=marker : */
/* EOF */