-// $Id$
-//
// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmail.com>
// 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>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "tux.hpp"
+#include "control/input_manager.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "sprite/sprite.hpp"
#include "sprite/sprite_manager.hpp"
-#include "video/drawing_context.hpp"
-#include "player_status.hpp"
-#include "worldmap.hpp"
+#include "supertux/globals.hpp"
+#include "supertux/player_status.hpp"
+#include "supertux/savegame.hpp"
+#include "supertux/tile.hpp"
#include "worldmap/level.hpp"
-#include "special_tile.hpp"
-#include "sprite_change.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
-#include "scripting/squirrel_util.hpp"
-#include "main.hpp"
-
-namespace WorldMapNS
+#include "worldmap/tux.hpp"
+
+namespace worldmap {
+
+static const float TUXSPEED = 200;
+static const float map_message_TIME = 2.8f;
+
+Tux::Tux(WorldMap* worldmap_) :
+ back_direction(),
+ worldmap(worldmap_),
+ sprite(SpriteManager::current()->create("images/worldmap/common/tux.sprite")),
+ controller(),
+ input_direction(),
+ direction(),
+ tile_pos(),
+ offset(),
+ moving(),
+ ghost_mode()
{
-
-static const float TUXSPEED = 200;
-static const float map_message_TIME = 2.8;
-
-Tux::Tux(WorldMap* worldmap_)
- : worldmap(worldmap_)
-{
- sprite.reset(sprite_manager->create("images/worldmap/common/tux.sprite"));
-
offset = 0;
moving = false;
direction = D_NONE;
input_direction = D_NONE;
+
+ ghost_mode = false;
}
Tux::~Tux()
void
Tux::draw(DrawingContext& context)
{
- switch (player_status->bonus) {
+ switch (worldmap->get_savegame().get_player_status()->bonus) {
case GROWUP_BONUS:
sprite->set_action(moving ? "large-walking" : "large-stop");
break;
case FIRE_BONUS:
sprite->set_action(moving ? "fire-walking" : "fire-stop");
break;
+ case ICE_BONUS:
+ sprite->set_action(moving ? "ice-walking" : "ice-stop");
+ break;
+ case AIR_BONUS:
+ sprite->set_action(moving ? "air-walking" : "air-stop");
+ break;
+ case EARTH_BONUS:
+ sprite->set_action(moving ? "earth-walking" : "earth-stop");
+ break;
case NO_BONUS:
sprite->set_action(moving ? "small-walking" : "small-stop");
break;
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
-
Vector
Tux::get_pos()
{
float y = tile_pos.y * 32;
switch(direction)
- {
+ {
case D_WEST:
x -= offset - 32;
break;
break;
case D_NONE:
break;
- }
-
+ }
+
return Vector(x, y);
}
input_direction = dir;
}
-void
-Tux::tryStartWalking()
+void
+Tux::set_ghost_mode(bool enabled)
+{
+ ghost_mode = enabled;
+}
+
+bool
+Tux::get_ghost_mode()
+{
+ return ghost_mode;
+}
+
+void
+Tux::tryStartWalking()
{
if (moving)
- return;
+ return;
if (input_direction == D_NONE)
return;
// We got a new direction, so lets start walking when possible
Vector next_tile;
- if ((!level || level->solved)
+ if ((!level || level->solved || level->perfect)
&& worldmap->path_ok(input_direction, tile_pos, &next_tile)) {
tile_pos = next_tile;
moving = true;
direction = input_direction;
back_direction = reverse_dir(direction);
- } else if (input_direction == back_direction) {
+ } else if (ghost_mode || (input_direction == back_direction)) {
moving = true;
direction = input_direction;
tile_pos = worldmap->get_next_tile(tile_pos, direction);
}
}
-bool
-Tux::canWalk(const Tile* tile, Direction dir)
+bool
+Tux::canWalk(int tile_data, Direction dir)
{
- return ((tile->getData() & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
- (tile->getData() & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
- (tile->getData() & Tile::WORLDMAP_EAST && dir == D_EAST) ||
- (tile->getData() & Tile::WORLDMAP_WEST && dir == D_WEST));
+ return ghost_mode ||
+ ((tile_data & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
+ (tile_data & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
+ (tile_data & Tile::WORLDMAP_EAST && dir == D_EAST) ||
+ (tile_data & Tile::WORLDMAP_WEST && dir == D_WEST));
}
-void
+void
Tux::tryContinueWalking(float elapsed_time)
{
if (!moving)
SpriteChange* sprite_change = worldmap->at_sprite_change(tile_pos);
if(sprite_change != NULL) {
- sprite.reset(new Sprite( *(sprite_change->sprite.get()) ));
- sprite_change->in_stay_action = false;
- }
-
- Teleporter* teleporter = worldmap->at_teleporter(tile_pos);
- if (teleporter) {
- if (teleporter->worldmap != "") {
- worldmap->change(teleporter->worldmap, teleporter->spawnpoint);
- } else {
- worldmap->move_to_spawnpoint(teleporter->spawnpoint);
- }
+ sprite = sprite_change->sprite->clone();
+ sprite_change->clear_stay_action();
}
// if this is a special_tile with passive_message, display it
SpecialTile* special_tile = worldmap->at_special_tile();
if(special_tile)
- {
+ {
// direction and the apply_action_ are opposites, since they "see"
// directions in a different way
if((direction == D_NORTH && special_tile->apply_action_south) ||
- (direction == D_SOUTH && special_tile->apply_action_north) ||
- (direction == D_WEST && special_tile->apply_action_east) ||
- (direction == D_EAST && special_tile->apply_action_west))
+ (direction == D_SOUTH && special_tile->apply_action_north) ||
+ (direction == D_WEST && special_tile->apply_action_east) ||
+ (direction == D_EAST && special_tile->apply_action_west))
{
if(special_tile->passive_message) {
worldmap->passive_message = special_tile->map_message;
}
}
- // stop if we reached a level, a WORLDMAP_STOP tile or a special tile without a passive_message
+ // check if we are at a Teleporter
+ Teleporter* teleporter = worldmap->at_teleporter(tile_pos);
+
+ // stop if we reached a level, a WORLDMAP_STOP tile, a teleporter or a special tile without a passive_message
if ((worldmap->at_level())
- || (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP)
+ || (worldmap->tile_data_at(tile_pos) & Tile::WORLDMAP_STOP)
|| (special_tile && !special_tile->passive_message
- && special_tile->script == "")) {
+ && special_tile->script == "")
+ || (teleporter) || ghost_mode) {
if(special_tile && !special_tile->map_message.empty()
- && !special_tile->passive_message)
+ && !special_tile->passive_message)
worldmap->passive_message_timer.start(0);
stop();
return;
}
// if user wants to change direction, try changing, else guess the direction in which to walk next
- const Tile* tile = worldmap->at(tile_pos);
- if (direction != input_direction) {
- if(canWalk(tile, input_direction)) {
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
+ const int tile_data = worldmap->tile_data_at(tile_pos);
+ if ((direction != input_direction) && canWalk(tile_data, input_direction)) {
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
} else {
Direction dir = D_NONE;
- if (tile->getData() & Tile::WORLDMAP_NORTH && back_direction != D_NORTH)
+ if (tile_data & Tile::WORLDMAP_NORTH && back_direction != D_NORTH)
dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH)
+ else if (tile_data & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH)
dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST && back_direction != D_EAST)
+ else if (tile_data & Tile::WORLDMAP_EAST && back_direction != D_EAST)
dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST && back_direction != D_WEST)
+ else if (tile_data & Tile::WORLDMAP_WEST && back_direction != D_WEST)
dir = D_WEST;
if (dir == D_NONE) {
// Walk automatically to the next tile
if(direction == D_NONE)
return;
-
+
Vector next_tile;
- if (!worldmap->path_ok(direction, tile_pos, &next_tile)) {
- log_warning << "Tilemap data is buggy" << std::endl;
+ if (!ghost_mode && !worldmap->path_ok(direction, tile_pos, &next_tile)) {
+ log_debug << "Tilemap data is buggy" << std::endl;
stop();
return;
}
SpriteChange* next_sprite = worldmap->at_sprite_change(next_tile);
if(next_sprite != NULL && next_sprite->change_on_touch) {
- sprite.reset(new Sprite( *(next_sprite->sprite.get()) ));
- next_sprite->in_stay_action = false;
+ sprite = next_sprite->sprite->clone();
+ next_sprite->clear_stay_action();
}
SpriteChange* last_sprite = worldmap->at_sprite_change(tile_pos);
if(last_sprite != NULL && next_sprite != NULL) {
log_debug << "Old: " << tile_pos << " New: " << next_tile << std::endl;
- last_sprite->in_stay_action = true;
+ last_sprite->set_stay_action();
}
tile_pos = next_tile;
void
Tux::updateInputDirection()
{
- if(main_controller->hold(Controller::UP))
+ Controller* controller_ = InputManager::current()->get_controller();
+ if(controller_->hold(Controller::UP))
input_direction = D_NORTH;
- else if(main_controller->hold(Controller::DOWN))
+ else if(controller_->hold(Controller::DOWN))
input_direction = D_SOUTH;
- else if(main_controller->hold(Controller::LEFT))
+ else if(controller_->hold(Controller::LEFT))
input_direction = D_WEST;
- else if(main_controller->hold(Controller::RIGHT))
+ else if(controller_->hold(Controller::RIGHT))
input_direction = D_EAST;
}
void
Tux::update(float elapsed_time)
{
- updateInputDirection();
+ updateInputDirection();
if (moving)
tryContinueWalking(elapsed_time);
else
tryStartWalking();
}
+void
+Tux::setup()
+{
+ // check if we already touch a SpriteChange object
+ SpriteChange* sprite_change = worldmap->at_sprite_change(tile_pos);
+ if(sprite_change != NULL) {
+ sprite = sprite_change->sprite->clone();
+ sprite_change->clear_stay_action();
+ }
}
+
+} // namespace WorldmapNS
+
+/* EOF */