Renamed namespaces to all lowercase
[supertux.git] / src / object / platform.cpp
index 69c6c0d..2575edc 100644 (file)
-#include <config.h>
-
-#include "platform.h"
-#include "video/drawing_context.h"
-#include "resources.h"
-#include "player.h"
-#include "special/sprite_manager.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "object_factory.h"
-
-Platform::Platform(const lisp::Lisp& reader)
-{
-  sprite = sprite_manager->create("flying_platform");
-  movement = Vector(0, 1);
-  reader.get("x", bbox.p1.x);
-  reader.get("y", bbox.p1.y);
-  bbox.set_size(sprite->get_width(), sprite->get_height());
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.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 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, see <http://www.gnu.org/licenses/>.
 
-  flags |= FLAG_SOLID;
+#include "object/platform.hpp"
 
-  state = 0;
-}
+#include "object/player.hpp"
+#include "scripting/platform.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
 
-Platform::~Platform()
+Platform::Platform(const Reader& reader) :
+  MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC), 
+  path(),
+  walker(),
+  speed(Vector(0,0)), 
+  automatic(false), 
+  player_contact(false), 
+  last_player_contact(false)
 {
-  delete sprite;
+  bool running = true;
+  reader.get("name", name);
+  reader.get("running", running);
+  if ((name == "") && (!running)) automatic=true;
+  const lisp::Lisp* pathLisp = reader.get_lisp("path");
+  if(pathLisp == NULL)
+    throw std::runtime_error("No path specified for platform");
+  path.reset(new Path());
+  path->read(*pathLisp);
+  walker.reset(new PathWalker(path.get(), running));
+  bbox.set_pos(path->get_base());
 }
 
+/*
+  Platform::Platform(const Platform& other) :
+  MovingSprite(other), 
+  ScriptInterface(other), 
+  speed(other.speed), 
+  automatic(other.automatic), 
+  player_contact(false), 
+  last_player_contact(false)
+  {
+  name = other.name;
+  path.reset(new Path(*other.path));
+  walker.reset(new PathWalker(*other.walker));
+  walker->path = &*path;
+  }
+*/
+
 HitResponse
-Platform::collision(GameObject& , const CollisionHit& )
+Platform::collision(GameObject& other, const CollisionHit& )
 {
-#if 0
-  if(typeid(object) == typeid(Player)) {
-    Player* player = (Player*) &object;
-    //player->movement += movement;
-  }
-#endif
+  if (dynamic_cast<Player*>(&other)) player_contact = true;
   return FORCE_MOVE;
 }
 
 void
-Platform::action(float )
+Platform::update(float elapsed_time)
 {
-  // just some test code...
-  if(state == 0) {
-    movement = Vector(0, 1);
-    if(bbox.p1.y > 250)
-      state = 1;
-  }
-  if(state == 1) {
-    movement = Vector(0, -1);
-    if(bbox.p1.y < 50)
-      state = 2;
-  }
-  if(state == 2) {
-    movement = Vector(1, 0);
-    if(bbox.p1.x > 800)
-      state = 3;
-  }
-  if(state == 3) {
-    movement = Vector(-1, 0);
-    if(bbox.p1.x < 400)
-      state = 4;
-  }
-  if(state == 4) {
-    movement = Vector(-1, 1);
-    if(bbox.p1.x < 0)
-      state = 0;
+  // check if Platform should automatically pick a destination
+  if (automatic) {
+
+    if (!player_contact && !walker->is_moving()) {
+      // Player doesn't touch platform and Platform is not moving
+
+      // Travel to node nearest to nearest player
+      // FIXME: does not really use nearest player
+      Player* player = 0;      
+      std::vector<Player*> players = Sector::current()->get_players();
+      for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+        player = *playerIter;
+      }
+      if (player) {
+        int nearest_node_id = path->get_nearest_node_no(player->get_bbox().p2);
+        if (nearest_node_id != -1) {
+          goto_node(nearest_node_id);
+        }
+      }
+    } 
+
+    if (player_contact && !last_player_contact && !walker->is_moving()) {
+      // Player touched platform, didn't touch last frame and Platform is not moving
+
+      // Travel to node farthest from current position
+      int farthest_node_id = path->get_farthest_node_no(get_pos());
+      if (farthest_node_id != -1) {
+        goto_node(farthest_node_id);
+      } 
+    }
+
+    // Clear player_contact flag set by collision() method
+    last_player_contact = player_contact;
+    player_contact = false;
   }
+
+  movement = walker->advance(elapsed_time) - get_pos();
+  speed = movement / elapsed_time;
+}
+
+void
+Platform::goto_node(int node_no)
+{
+  walker->goto_node(node_no);
+}
+
+void
+Platform::start_moving()
+{
+  walker->start_moving();
+}
+
+void
+Platform::stop_moving()
+{
+  walker->stop_moving();
+}
+
+void
+Platform::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  if (name.empty()) return;
+  scripting::Platform* interface = new scripting::Platform(this);
+  expose_object(vm, table_idx, interface, name, true);
 }
 
 void
-Platform::draw(DrawingContext& context)
+Platform::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if (name.empty()) return;
+  scripting::unexpose_object(vm, table_idx, name);
 }
 
-IMPLEMENT_FACTORY(Platform, "flying_platform");
+IMPLEMENT_FACTORY(Platform, "platform");
+
+/* EOF */