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)
{
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);
void
Owl::kill_fall()
{
- sound_manager->play("sounds/fall.wav", get_pos());
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
physic.set_acceleration_y(0);
physic.enable_gravity(true);
}
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) {