Fix Tux walking backwards after automatic backflipping, fixes #1063
[supertux.git] / src / badguy / owl.cpp
index 9672598..d7d2a53 100644 (file)
 #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 "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")
+  BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+  carried_obj_name("skydive"),
+  carried_object(NULL)
 {
+  reader.get("carry", carried_obj_name);
   set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
 }
 
-Owl::Owl(const Vector& pos, Direction d)
-  : BadGuy(pos, d, "images/creatures/owl/owl.sprite")
+Owl::Owl(const Vector& pos, Direction d) :
+  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);
 }
@@ -41,35 +53,161 @@ Owl::initialize()
   physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
   physic.enable_gravity(false);
   sprite->set_action(dir == LEFT ? "left" : "right");
+
+  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;
+  }
+  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);
+    }
+  }
+}
+
+bool
+Owl::is_above_player (void)
+{
+  Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+  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 + x_offset) > owl_bbox.p1.x)
+      && ((player_bbox.p1.x + x_offset) < owl_bbox.p2.x))
+    return true;
+  else
+    return false;
+}
+
+void
+Owl::active_update (float elapsed_time)
+{
+  BadGuy::active_update (elapsed_time);
+
+  if(frozen)
+    return;
+
+  if (carried_object != NULL) {
+    if (!is_above_player ()) {
+      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);
+      carried_object = NULL;
+    }
+  }
 }
 
 bool
 Owl::collision_squished(GameObject&)
 {
+  Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+  if (player)
+    player->bounce (*this);
+
+  if (carried_object != NULL) {
+    carried_object->ungrab (*this, dir);
+    carried_object = NULL;
+  }
+
   kill_fall ();
   return true;
 }
 
 void
-Owl::collision_solid(const CollisionHit& hit)
+Owl::kill_fall()
 {
-  if(hit.top || hit.bottom) {
-    physic.set_velocity_y(0);
-  } else if(hit.left || hit.right) {
-    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();
 }
 
-HitResponse
-Owl::collision_player(Player& player, const CollisionHit& hit)
+void
+Owl::freeze()
 {
-  //Hack to tell if we should die
-  HitResponse response = BadGuy::collision_player(player, hit);
-  if(response == FORCE_MOVE) {
-    kill_fall ();
+  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");
+}
 
-  return ABORT_MOVE;
+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 */
+
+/* vim: set sw=2 sts=2 et fdm=marker : */
 /* EOF */