Merge branch 'feature/c++11'
[supertux.git] / src / badguy / owl.cpp
index 20886d4..f31fe9c 100644 (file)
 
 #include "badguy/owl.hpp"
 
-#include "sprite/sprite.hpp"
-#include "supertux/object_factory.hpp"
-#include "supertux/sector.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"
 
@@ -98,6 +99,9 @@ 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);
@@ -109,10 +113,10 @@ Owl::active_update (float elapsed_time)
         carried_object->ungrab (*this, dir);
         carried_object = NULL;
       }
-      else
+
+     else
         carried_object->grab (*this, obj_pos, dir);
     }
-
     else { /* if (is_above_player) */
       carried_object->ungrab (*this, dir);
       carried_object = NULL;
@@ -137,8 +141,57 @@ Owl::collision_squished(GameObject&)
 }
 
 void
+Owl::kill_fall()
+{
+  sound_manager->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) {