fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / platform.cpp
index cbe0188..6d04777 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  SuperTux
-//  Copyright (C) 2005 Marek Moeckel <wansti@gmx.de>
+//  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
 //  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.
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
 #include <config.h>
 
 #include "platform.hpp"
 
 #include <stdexcept>
-#include "msg.hpp"
+#include "log.hpp"
 #include "video/drawing_context.hpp"
 #include "resources.hpp"
 #include "player.hpp"
 #include "path.hpp"
 #include "path_walker.hpp"
-#include "sprite/sprite_manager.hpp"
+#include "sprite/sprite.hpp"
 #include "lisp/lisp.hpp"
 #include "object_factory.hpp"
+#include "scripting/platform.hpp"
+#include "scripting/squirrel_util.hpp"
 
 Platform::Platform(const lisp::Lisp& reader)
+       : MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC), name(""), speed(Vector(0,0))
 {
-  std::string sprite_name;
-  reader.get("sprite", sprite_name);
-  if(sprite_name == "")
-    throw new std::runtime_error("No sprite specified in platform object"); 
-  sprite.reset(sprite_manager->create(sprite_name));
-
+  bool running = true;
+  reader.get("name", name);
+  reader.get("running", running);
   const lisp::Lisp* pathLisp = reader.get_lisp("path");
   if(pathLisp == NULL)
-    throw new std::runtime_error("No path specified for platform");
+    throw std::runtime_error("No path specified for platform");
   path.reset(new Path());
   path->read(*pathLisp);
-  walker.reset(new PathWalker(path.get()));
+  walker.reset(new PathWalker(path.get(), running));
+  bbox.set_pos(path->get_base());
 
-  bbox.p1 = path->get_base();
-  bbox.set_size(sprite->get_width(), sprite->get_height());
-  
-  set_group(COLGROUP_STATIC);
   flags |= FLAG_SOLID;
 }
 
-Platform::~Platform()
+Platform::Platform(const Platform& other)
+       : MovingSprite(other), ScriptInterface(other), name(other.name), speed(other.speed)
 {
+  path.reset(new Path(*other.path));
+  walker.reset(new PathWalker(*other.walker));
+  walker->path = &*path;
 }
 
-//TODO: Squish Tux when standing between platform and solid tile/object
-//      Improve collision handling
-//      Move all MovingObjects lying on the platform instead of only the player
 HitResponse
-Platform::collision(GameObject& other, const CollisionHit& hit)
+Platform::collision(GameObject& , const CollisionHit& )
 {
-  if (typeid(other) == typeid(Player)) {
-    if (hit.normal.y >= 0.9) {
-      //Tux is standing on the platform
-      //Player* player = (Player*) &other;
-      //player->add_velocity(speed * 1.5);
-      return TEST;
-    }
-  }
-  if(other.get_flags() & FLAG_SOLID) {
-    //Collision with a solid tile
-    return ABORT_MOVE;
-  }
   return FORCE_MOVE;
 }
 
 void
 Platform::update(float elapsed_time)
 {
-  movement = walker->advance(elapsed_time);
+  movement = walker->advance(elapsed_time) - get_pos();
   speed = movement / elapsed_time;
 }
 
 void
-Platform::draw(DrawingContext& context)
+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 == "") return;
+  Scripting::Platform* interface = new Scripting::Platform(this);
+  expose_object(vm, table_idx, interface, name, true);
+}
+
+void
+Platform::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if (name == "") return;
+  Scripting::unexpose_object(vm, table_idx, name);
 }
 
 IMPLEMENT_FACTORY(Platform, "platform");