fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / rock.cpp
index 3a27757..f0b6c2c 100644 (file)
 #include <config.h>
 
 #include "rock.hpp"
-#include "sprite/sprite.hpp"
-#include "sprite/sprite_manager.hpp"
 #include "lisp/writer.hpp"
-#include "video/drawing_context.hpp"
-#include "resources.hpp"
 #include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+
+namespace {
+  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")
 {
-  reader.get("x", bbox.p1.x);
-  reader.get("y", bbox.p1.y);
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("images/objects/rock/rock.sprite");
+  sound_manager->preload( ROCK_SOUND );
+  on_ground = false;
   grabbed = false;
   flags |= FLAG_SOLID | FLAG_PORTABLE;
-  set_group(COLGROUP_MOVING);
-}
-
-Rock::~Rock()
-{
-  delete sprite;
 }
 
 void
@@ -55,44 +49,53 @@ Rock::write(lisp::Writer& writer)
 }
 
 void
-Rock::draw(DrawingContext& context)
+Rock::update(float elapsed_time)
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if( grabbed )
+    return;
+
+  movement = physic.get_movement(elapsed_time);
 }
 
 void
-Rock::update(float elapsed_time)
+Rock::collision_solid(const CollisionHit& hit)
 {
-  if(!grabbed) {
-    flags |= FLAG_SOLID;
-    set_group(COLGROUP_MOVING);
-    movement = physic.get_movement(elapsed_time);
-  } else {
+  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);
-    flags &= ~FLAG_SOLID;
-    set_group(COLGROUP_DISABLED);
+
+  if( hit.bottom  && !on_ground ){
+    sound_manager->play( ROCK_SOUND, get_pos() );
+    on_ground = true;
   }
-  
-  grabbed = false;
-  printf("%p - V %3.1f %3.1f - P %3.1f %3.1f\n", this,
-          physic.get_velocity().x, physic.get_velocity().y,
-          get_pos().x, get_pos().y);
 }
 
 HitResponse
-Rock::collision(GameObject& object, const CollisionHit& hit)
+Rock::collision(GameObject& other, const CollisionHit& hit)
 {
-  if(grabbed) {
-    return FORCE_MOVE;
+  if( !on_ground ){
+      return FORCE_MOVE;
   }
 
-  if(object.get_flags() & FLAG_SOLID) {
-    printf("%p vs %p - %3.1f %3.1f D %3.1f\n", this, &object,
-        hit.normal.x, hit.normal.y, hit.depth);
-    physic.set_velocity(0, 0);
-    return CONTINUE;
+  //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 );
+        }
+      }
+      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;
 }
 
@@ -100,8 +103,18 @@ void
 Rock::grab(MovingObject& , const Vector& pos, Direction)
 {
   movement = pos - get_pos();
+  set_group( COLGROUP_DISABLED );
+  on_ground = true;
   grabbed = true;
+
 }
 
-IMPLEMENT_FACTORY(Rock, "rock");
+void
+Rock::ungrab(MovingObject& , Direction ){
+  set_group( COLGROUP_MOVING );
+  on_ground = false;
+  physic.set_velocity(0, 0);
+  grabbed = false;
+}
 
+IMPLEMENT_FACTORY(Rock, "rock");