Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / badguy / walking_badguy.cpp
index 74c2fd3..5e26d49 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  SuperTux - WalkingBadguy
 //  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
 //  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.
-
-#include <config.h>
-
-#include "walking_badguy.hpp"
-#include "log.hpp"
-
-
-WalkingBadguy::WalkingBadguy(const Vector& pos, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(pos, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include <math.h>
+
+#include "badguy/walking_badguy.hpp"
+
+#include "sprite/sprite.hpp"
+
+WalkingBadguy::WalkingBadguy(const Vector& pos,
+                             const std::string& sprite_name_,
+                             const std::string& walk_left_action_,
+                             const std::string& walk_right_action_,
+                             int layer_) :
+  BadGuy(pos, sprite_name_, layer_),
+  walk_left_action(walk_left_action_),
+  walk_right_action(walk_right_action_),
+  walk_speed(80),
+  max_drop_height(-1),
+  turn_around_timer(),
+  turn_around_counter()
 {
 }
 
-WalkingBadguy::WalkingBadguy(const Vector& pos, Direction direction, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(pos, direction, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+WalkingBadguy::WalkingBadguy(const Vector& pos,
+                             Direction direction,
+                             const std::string& sprite_name_,
+                             const std::string& walk_left_action_,
+                             const std::string& walk_right_action_,
+                             int layer_) :
+  BadGuy(pos, direction, sprite_name_, layer_),
+  walk_left_action(walk_left_action_),
+  walk_right_action(walk_right_action_),
+  walk_speed(80),
+  max_drop_height(-1),
+  turn_around_timer(),
+  turn_around_counter()
 {
 }
 
-WalkingBadguy::WalkingBadguy(const lisp::Lisp& reader, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(reader, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+WalkingBadguy::WalkingBadguy(const Reader& reader,
+                             const std::string& sprite_name_,
+                             const std::string& walk_left_action_,
+                             const std::string& walk_right_action_,
+                             int layer_) :
+  BadGuy(reader, sprite_name_, layer_),
+  walk_left_action(walk_left_action_),
+  walk_right_action(walk_right_action_),
+  walk_speed(80),
+  max_drop_height(-1),
+  turn_around_timer(),
+  turn_around_counter()
 {
 }
 
 void
-WalkingBadguy::write(lisp::Writer& writer)
-{
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
-}
-
-void
-WalkingBadguy::activate()
+WalkingBadguy::initialize()
 {
   if(frozen)
     return;
   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
   physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
+  physic.set_acceleration_x (0.0);
 }
 
 void
-WalkingBadguy::active_update(float elapsed_time)
+WalkingBadguy::set_walk_speed (float ws)
+{
+  walk_speed = fabs (ws);
+  /* physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed); */
+}
+
+void
+WalkingBadguy::add_velocity (const Vector& velocity)
+{
+  physic.set_velocity(physic.get_velocity() + velocity);
+}
+
+void
+WalkingBadguy::active_update(float elapsed_time, float dest_x_velocity)
 {
   BadGuy::active_update(elapsed_time);
 
+  float current_x_velocity = physic.get_velocity_x ();
+
+  if (frozen)
+  {
+    physic.set_velocity_x (0.0);
+    physic.set_acceleration_x (0.0);
+  }
+  /* We're very close to our target speed. Just set it to avoid oscillation */
+  else if ((current_x_velocity > (dest_x_velocity - 5.0))
+      && (current_x_velocity < (dest_x_velocity + 5.0)))
+  {
+    physic.set_velocity_x (dest_x_velocity);
+    physic.set_acceleration_x (0.0);
+  }
+  /* Check if we're going too slow or even in the wrong direction */
+  else if (((dest_x_velocity <= 0.0) && (current_x_velocity > dest_x_velocity))
+      || ((dest_x_velocity > 0.0) && (current_x_velocity < dest_x_velocity)))
+  {
+    /* acceleration == walk-speed => it will take one second to get from zero
+     * to full speed. */
+    physic.set_acceleration_x (dest_x_velocity);
+  }
+  /* Check if we're going too fast */
+  else if (((dest_x_velocity <= 0.0) && (current_x_velocity < dest_x_velocity))
+      || ((dest_x_velocity > 0.0) && (current_x_velocity > dest_x_velocity)))
+  {
+    /* acceleration == walk-speed => it will take one second to get twice the
+     * speed to normal speed. */
+    physic.set_acceleration_x ((-1.0) * dest_x_velocity);
+  }
+  else
+  {
+    /* The above should have covered all cases. */
+    assert (23 == 42);
+  }
+
   if (max_drop_height > -1) {
     if (on_ground() && might_fall(max_drop_height+1))
     {
@@ -67,6 +138,20 @@ WalkingBadguy::active_update(float elapsed_time)
     }
   }
 
+  if ((dir == LEFT) && (physic.get_velocity_x () > 0.0)) {
+    dir = RIGHT;
+    set_action (walk_right_action, /* loops = */ -1);
+  }
+  else if ((dir == RIGHT) && (physic.get_velocity_x () < 0.0)) {
+    dir = LEFT;
+    set_action (walk_left_action, /* loops = */ -1);
+  }
+}
+
+void
+WalkingBadguy::active_update(float elapsed_time)
+{
+  this->active_update (elapsed_time, (dir == LEFT) ? -walk_speed : +walk_speed);
 }
 
 void
@@ -75,11 +160,14 @@ WalkingBadguy::collision_solid(const CollisionHit& hit)
 
   update_on_ground_flag(hit);
 
-  if (hit.top || hit.bottom) {
-    physic.set_velocity_y(0);
+  if (hit.top) {
+    if (physic.get_velocity_y() < 0) physic.set_velocity_y(0);
+  }
+  if (hit.bottom) {
+    if (physic.get_velocity_y() > 0) physic.set_velocity_y(0);
   }
 
-  if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) {
+  if ((hit.left && (hit.slope_normal.y == 0) && (dir == LEFT)) || (hit.right && (hit.slope_normal.y == 0) && (dir == RIGHT))) {
     turn_around();
   }
 
@@ -104,6 +192,16 @@ WalkingBadguy::turn_around()
   dir = dir == LEFT ? RIGHT : LEFT;
   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
   physic.set_velocity_x(-physic.get_velocity_x());
+  physic.set_acceleration_x (-physic.get_acceleration_x ());
+
+  // if we get dizzy, we fall off the screen
+  if (turn_around_timer.started()) {
+    if (turn_around_counter++ > 10) kill_fall();
+  } else {
+    turn_around_timer.start(1);
+    turn_around_counter = 0;
+  }
+
 }
 
 void
@@ -117,5 +215,19 @@ void
 WalkingBadguy::unfreeze()
 {
   BadGuy::unfreeze();
-  WalkingBadguy::activate();
+  WalkingBadguy::initialize();
+}
+
+float
+WalkingBadguy::get_velocity_y() const
+{
+  return physic.get_velocity_y();
 }
+
+void
+WalkingBadguy::set_velocity_y(float vy)
+{
+  physic.set_velocity_y(vy);
+}
+
+/* EOF */