#include "badguy/owl.hpp"
-#include "audio/sound_manager.hpp"
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "object/anchor_point.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")
+ 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);
}
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) {
+ 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;
+ }
+
+ Sector::current ()->add_object (game_object);
+} /* void initialize */
+
+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 (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. */
+
+ 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;
}
if(hit.top || hit.bottom) {
physic.set_velocity_y(0);
} else if(hit.left || hit.right) {
- kill_fall ();
+ 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);
+ }
}
-}
-
-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) {
- kill_fall ();
- }
-
- return ABORT_MOVE;
-}
+} /* void Owl::collision_solid */
+/* vim: set sw=2 sts=2 et fdm=marker : */
/* EOF */