Don't count angrystone in level stats
[supertux.git] / src / badguy / owl.cpp
index 6389f71..f379153 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 "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);
@@ -36,8 +40,8 @@ Owl::Owl(const Reader& reader) :
 }
 
 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);
@@ -68,31 +72,90 @@ Owl::initialize()
   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) {
-    Vector obj_pos = get_pos ();
-    
-    obj_pos.y += bbox.get_height ();
-    carried_object->grab (*this, obj_pos, dir);
+    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::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::collision_solid(const CollisionHit& hit)
 {
   if(hit.top || hit.bottom) {
@@ -100,30 +163,16 @@ Owl::collision_solid(const CollisionHit& hit)
   } 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 */