-// $Id$
-//
// SuperTux - "Totem" Badguy
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "badguy/totem.hpp"
-#include "totem.hpp"
-#include "log.hpp"
+#include "audio/sound_manager.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#include <math.h>
-static const float WALKSPEED = 100;
static const float JUMP_ON_SPEED_Y = -400;
static const float JUMP_OFF_SPEED_Y = -500;
+static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
-Totem::Totem(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/totem/totem.sprite")
+Totem::Totem(const Reader& reader) :
+ BadGuy(reader, "images/creatures/totem/totem.sprite"),
+ carrying(0),
+ carried_by(0)
{
- carrying = 0;
- carried_by = 0;
+ sound_manager->preload( LAND_ON_TOTEM_SOUND );
}
-Totem::Totem(const Totem& other)
- : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
-{
-}
-
-Totem::~Totem()
+Totem::~Totem()
{
if (carrying) carrying->jump_off();
if (carried_by) jump_off();
}
-bool
+bool
Totem::updatePointers(const GameObject* from_object, GameObject* to_object)
{
if (from_object == carrying) {
}
void
-Totem::write(lisp::Writer& writer)
-{
- writer.start_list("totem");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("totem");
-}
-
-void
-Totem::activate()
+Totem::initialize()
{
if (!carried_by) {
+static const float WALKSPEED = 100;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
return;
if (on_ground() && might_fall())
{
dir = (dir == LEFT ? RIGHT : LEFT);
- activate();
+ initialize();
}
Sector* s = Sector::current();
if (s) {
- // jump a bit if we find a suitable totem
+ // jump a bit if we find a suitable totem
for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
- Totem* t = dynamic_cast<Totem*>(*i);
- if (!t) continue;
-
- // skip if we are not approaching each other
- if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
-
- Vector p1 = this->get_pos();
- Vector p2 = t->get_pos();
-
- // skip if not on same height
- float dy = (p1.y - p2.y);
- if (fabsf(dy - 0) > 2) continue;
-
- // skip if too far away
- float dx = (p1.x - p2.x);
- if (fabsf(dx - 128) > 2) continue;
-
- physic.set_velocity_y(JUMP_ON_SPEED_Y);
- p1.y -= 1;
- this->set_pos(p1);
- break;
+ Totem* t = dynamic_cast<Totem*>(*i);
+ if (!t) continue;
+
+ // skip if we are not approaching each other
+ if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
+
+ Vector p1 = this->get_pos();
+ Vector p2 = t->get_pos();
+
+ // skip if not on same height
+ float dy = (p1.y - p2.y);
+ if (fabsf(dy - 0) > 2) continue;
+
+ // skip if too far away
+ float dx = (p1.x - p2.x);
+ if (fabsf(dx - 128) > 2) continue;
+
+ physic.set_velocity_y(JUMP_ON_SPEED_Y);
+ p1.y -= 1;
+ this->set_pos(p1);
+ break;
}
}
}
}
bool
-Totem::collision_squished(Player& player)
+Totem::collision_squished(GameObject& object)
{
if (carrying) carrying->jump_off();
if (carried_by) {
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
jump_off();
}
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- kill_squished(player);
+ kill_squished(object);
return true;
}
return;
}
- // If we hit something from above or below: stop moving in this direction
+ // If we hit something from above or below: stop moving in this direction
if (hit.top || hit.bottom) {
physic.set_velocity_y(0);
}
// If we are hit from the direction we are facing: turn around
if (hit.left && (dir == LEFT)) {
dir = RIGHT;
- activate();
+ initialize();
}
if (hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
}
carried_by->collision_badguy(badguy, hit);
return CONTINUE;
}
-
+
// if we hit a Totem that is not from our stack: have our base jump on its top
Totem* totem = dynamic_cast<Totem*>(&badguy);
if (totem) {
// If we are hit from the direction we are facing: turn around
if(hit.left && (dir == LEFT)) {
dir = RIGHT;
- activate();
+ initialize();
}
if(hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
return CONTINUE;
BadGuy::kill_fall();
}
-void
+void
Totem::jump_on(Totem* target)
{
if (target->carrying) {
log_warning << "target is already carrying someone" << std::endl;
return;
}
-
+
target->carrying = this;
this->carried_by = target;
- this->activate();
+ this->initialize();
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-
+
+ sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
+
this->synchronize_with(target);
}
this->carried_by = 0;
- this->activate();
+ this->initialize();
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-
physic.set_velocity_y(JUMP_OFF_SPEED_Y);
}
-void
+void
Totem::synchronize_with(Totem* base)
{
dir = base->dir;
sprite->set_action(dir == LEFT ? "stacked-left" : "stacked-right");
}
-
+
Vector pos = base->get_pos();
pos.y -= sprite->get_current_hitbox_height();
set_pos(pos);
physic.set_velocity_y(base->physic.get_velocity_y());
}
-
-IMPLEMENT_FACTORY(Totem, "totem")
-
+/* EOF */