-// $Id$
-//
// 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 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>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "rock.hpp"
-#include "lisp/writer.hpp"
-#include "object_factory.hpp"
#include "audio/sound_manager.hpp"
+#include "object/rock.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/tile.hpp"
namespace {
- const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
+const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
}
-Rock::Rock(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/rock/rock.sprite")
+Rock::Rock(const Vector& pos, std::string spritename) :
+ MovingSprite(pos, spritename),
+ physic(),
+ on_ground(),
+ grabbed(),
+ last_movement()
{
- sound_manager->preload( ROCK_SOUND );
+ SoundManager::current()->preload(ROCK_SOUND);
on_ground = false;
- flags |= FLAG_SOLID | FLAG_PORTABLE;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
}
-void
-Rock::write(lisp::Writer& writer)
+Rock::Rock(const Reader& reader) :
+ MovingSprite(reader, "images/objects/rock/rock.sprite"),
+ physic(),
+ on_ground(),
+ grabbed(),
+ last_movement()
{
- writer.start_list("rock");
-
- writer.write_float("x", bbox.p1.x);
- writer.write_float("y", bbox.p1.y);
+ SoundManager::current()->preload(ROCK_SOUND);
+ on_ground = false;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
+}
- writer.end_list("rock");
+Rock::Rock(const Reader& reader, std::string spritename) :
+ MovingSprite(reader, spritename),
+ physic(),
+ on_ground(),
+ grabbed(),
+ last_movement()
+{
+ SoundManager::current()->preload(ROCK_SOUND);
+ on_ground = false;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
}
void
Rock::update(float elapsed_time)
{
- if( !on_ground ) {
- movement = physic.get_movement(elapsed_time);
- }
+ if( grabbed )
+ return;
+
+ if (on_ground) physic.set_velocity_x(0);
+
+ movement = physic.get_movement(elapsed_time);
}
void
Rock::collision_solid(const CollisionHit& hit)
{
- physic.set_velocity(0, 0);
- if( hit.bottom && !on_ground ){
- sound_manager->play( ROCK_SOUND, get_pos() );
- on_ground = true;
+ if(grabbed) {
+ return;
+ }
+ if(hit.top || hit.bottom)
+ physic.set_velocity_y(0);
+ if(hit.left || hit.right)
+ physic.set_velocity_x(0);
+ if(hit.crush)
+ physic.set_velocity(0, 0);
+
+ if(hit.bottom && !on_ground && !grabbed) {
+ SoundManager::current()->play(ROCK_SOUND, get_pos());
+ on_ground = true;
}
}
HitResponse
Rock::collision(GameObject& other, const CollisionHit& hit)
{
- if( !on_ground ){
- return FORCE_MOVE;
+ if(grabbed) {
+ return ABORT_MOVE;
}
-
- //Fake being solid for moving_object.
- MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
- if( moving_object ){
- if( hit.top ){
- float inside = moving_object->get_bbox().get_bottom() - get_bbox().get_top();
- if( inside > 0 ){
- Vector pos = moving_object->get_pos();
- pos.y -= inside;
- moving_object->set_pos( pos );
- }
+ if(!on_ground) {
+ if(hit.bottom && physic.get_velocity_y() > 200) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
+ if(moving_object) {
+ //Getting a rock on the head hurts. A lot.
+ moving_object->collision_tile(Tile::HURTS);
}
- CollisionHit hit_other = hit;
- std::swap(hit_other.left, hit_other.right);
- std::swap(hit_other.top, hit_other.bottom);
- moving_object->collision_solid( hit_other );
+ }
+ return FORCE_MOVE;
}
+
return FORCE_MOVE;
}
Rock::grab(MovingObject& , const Vector& pos, Direction)
{
movement = pos - get_pos();
- set_group( COLGROUP_DISABLED );
- on_ground = true;
-
+ last_movement = movement;
+ set_group(COLGROUP_TOUCHABLE); //needed for lanterns catching willowisps
+ on_ground = false;
+ grabbed = true;
}
void
-Rock::ungrab(MovingObject& , Direction ){
- set_group( COLGROUP_MOVING );
+Rock::ungrab(MovingObject& , Direction dir)
+{
+ set_group(COLGROUP_MOVING_STATIC);
on_ground = false;
- physic.set_velocity(0, 0);
+ if(dir == UP) {
+ physic.set_velocity(0, -500);
+ } else if (last_movement.norm() > 1) {
+ physic.set_velocity((dir == RIGHT) ? 200 : -200, -200);
+ } else {
+ physic.set_velocity(0, 0);
+ }
+ grabbed = false;
}
-IMPLEMENT_FACTORY(Rock, "rock");
+/* EOF */