Check return value of some lisp.get calls
[supertux.git] / src / object / candle.cpp
index 4ac3010..0f93126 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  SuperTux
 //  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 "candle.hpp"
+#include "math/random_generator.hpp"
+#include "object/candle.hpp"
+#include "object/sprite_particle.hpp"
 #include "scripting/candle.hpp"
 #include "scripting/squirrel_util.hpp"
-#include "sector.hpp"
-#include "object/sprite_particle.hpp"
-#include "object_factory.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
 
-Candle::Candle(const lisp::Lisp& lisp)
-       : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED), burning(true), name("")
+Candle::Candle(const Reader& lisp)
+  : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),
+    burning(true),
+    flicker(true),
+    lightcolor(1.0f, 1.0f, 1.0f),
+    candle_light_1(SpriteManager::current()->create("images/objects/candle/candle-light-1.sprite")),
+    candle_light_2(SpriteManager::current()->create("images/objects/candle/candle-light-2.sprite"))
 {
-  lisp.get("name", name);
-  lisp.get("burning", burning);
+
+  if(!lisp.get("name", name))
+  {
+    log_warning << "Couldn't get \"name\" property for candle." << std::endl;
+  }
+  if(!lisp.get("burning", burning))
+  {
+    log_warning << "Couldn't get \"burning\" property for candle." << std::endl;
+  }
+  if(!lisp.get("flicker", flicker))
+  {
+    log_warning << "Couldn't get \"flicker\" property for candle." << std::endl;
+  }
+  //get color from lisp
+  std::vector<float> vColor;
+  if(lisp.get("color", vColor))
+  {
+    log_warning << "Couldn't get \"color\" property for candle." << std::endl;
+  }
+
+  //change the light color if defined
+  if (vColor.size() >= 3) {
+    lightcolor = Color(vColor);
+    candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+    candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+    candle_light_1->set_color(lightcolor);
+    candle_light_2->set_color(lightcolor);
+    //the following allows the original candle appearance to be preserved
+    candle_light_1->set_action("white");
+    candle_light_2->set_action("white");
+  }
 
   if (burning) {
     sprite->set_action("on");
   } else {
     sprite->set_action("off");
   }
+
+}
+
+void
+Candle::draw(DrawingContext& context)
+{
+  // draw regular sprite
+  sprite->draw(context, get_pos(), layer);
+
+  // draw on lightmap
+  if (burning) {
+    //Vector pos = get_pos() + (bbox.get_size() - candle_light_1->get_size()) / 2;
+    context.push_target();
+    context.set_target(DrawingContext::LIGHTMAP);
+    // draw approx. 1 in 10 frames darker. Makes the candle flicker
+    if (gameRandom.rand(10) != 0 || !flicker) {
+      //context.draw_surface(candle_light_1, pos, layer);
+      candle_light_1->draw(context, get_bbox().get_middle(), 0);
+    } else {
+      //context.draw_surface(candle_light_2, pos, layer);
+      candle_light_2->draw(context, get_bbox().get_middle(), 0);
+    }
+    context.pop_target();
+  }
 }
 
 HitResponse
-Candle::collision(GameObject& , const CollisionHit& )
+Candle::collision(GameObject&, const CollisionHit& )
 {
   return FORCE_MOVE;
 }
@@ -48,16 +103,16 @@ Candle::collision(GameObject& , const CollisionHit& )
 void
 Candle::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  if (name == "") return;
-  Scripting::Candle* interface = new Scripting::Candle(this);
-  expose_object(vm, table_idx, interface, name, true);
+  if (name.empty()) return;
+  scripting::Candle* _this = new scripting::Candle(this);
+  expose_object(vm, table_idx, _this, name, true);
 }
 
 void
 Candle::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  if (name == "") return;
-  Scripting::unexpose_object(vm, table_idx, name);
+  if (name.empty()) return;
+  scripting::unexpose_object(vm, table_idx, name);
 }
 
 void
@@ -66,7 +121,11 @@ Candle::puff_smoke()
   Vector ppos = bbox.get_middle();
   Vector pspeed = Vector(0, -150);
   Vector paccel = Vector(0,0);
-  Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
+  Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/smoke.sprite",
+                                                                 "default",
+                                                                 ppos, ANCHOR_MIDDLE,
+                                                                 pspeed, paccel,
+                                                                 LAYER_BACKGROUNDTILES+2));
 }
 
 bool
@@ -76,17 +135,17 @@ Candle::get_burning()
 }
 
 void
-Candle::set_burning(bool burning)
+Candle::set_burning(bool burning_)
 {
-  if (this->burning == burning) return;
-  this->burning = burning;
-  if (burning) {
+  if (this->burning == burning_) return;
+  this->burning = burning_;
+  if (burning_) {
     sprite->set_action("on");
-    puff_smoke();
   } else {
     sprite->set_action("off");
-    puff_smoke();
   }
+  //puff smoke for flickering light sources only
+  if (flicker) puff_smoke();
 }
 
-IMPLEMENT_FACTORY(Candle, "candle");
+/* EOF */