Powerup: Iceflower improvements
[supertux.git] / src / badguy / skullyhop.cpp
index a5ba2ca..2d2fc89 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  SkullyHop - A Hopping Skull
-//  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+//  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 "badguy/skullyhop.hpp"
 
-#include "skullyhop.hpp"
-#include "random_generator.hpp"
+#include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
 
 namespace {
-  const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
-  const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
-  const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
-  const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
+const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */
+const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */
+static const std::string SKULLYHOP_SOUND = "sounds/hop.ogg";
 }
 
-SkullyHop::SkullyHop(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
+SkullyHop::SkullyHop(const Reader& reader) :
+  BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite"),
+  recover_timer(),
+  state()
 {
+  sound_manager->preload( SKULLYHOP_SOUND );
 }
 
-SkullyHop::SkullyHop(const Vector& pos, Direction d)
-       : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
+SkullyHop::SkullyHop(const Vector& pos, Direction d) :
+  BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite"),
+  recover_timer(),
+  state()
 {
+  sound_manager->preload( SKULLYHOP_SOUND );
 }
 
 void
-SkullyHop::write(lisp::Writer& writer)
-{
-  writer.start_list("skullyhop");
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
-  writer.end_list("skullyhop");
-}
-
-void
-SkullyHop::activate()
+SkullyHop::initialize()
 {
   // initial state is JUMPING, because we might start airborne
   state = JUMPING;
@@ -64,60 +59,77 @@ SkullyHop::set_state(SkullyHopState newState)
     physic.set_velocity_y(0);
     sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
 
-    float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
+    float recover_time = gameRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
     recover_timer.start(recover_time);
   } else
-  if (newState == CHARGING) {
-    sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
-  } else
-  if (newState == JUMPING) {
-    sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
-    physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
-    physic.set_velocity_y(VERTICAL_SPEED);
-  }
+    if (newState == CHARGING) {
+      sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
+    } else
+      if (newState == JUMPING) {
+        sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
+const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
+        physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
+const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
+        physic.set_velocity_y(VERTICAL_SPEED);
+        sound_manager->play( SKULLYHOP_SOUND, get_pos());
+      }
 
   state = newState;
 }
 
 bool
-SkullyHop::collision_squished(Player& player)
+SkullyHop::collision_squished(GameObject& object)
 {
+  if (frozen)
+    return BadGuy::collision_squished(object);
+
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-  kill_squished(player);
+  kill_squished(object);
   return true;
 }
 
-HitResponse
-SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SkullyHop::collision_solid(const CollisionHit& hit)
 {
+  if (frozen)
+  {
+    BadGuy::collision_solid(hit);
+    return;
+  }
+
+  // just default behaviour (i.e. stop at floor/walls) when squished
+  if (BadGuy::get_state() == STATE_SQUISHED) {
+    BadGuy::collision_solid(hit);
+  }
+
   // ignore collisions while standing still
-  if(state != JUMPING) return CONTINUE;
+  if(state != JUMPING)
+    return;
 
   // check if we hit the floor while falling
-  if ((hit.normal.y < 0) && (physic.get_velocity_y() > 0)) {
+  if(hit.bottom && physic.get_velocity_y() > 0 ) {
     set_state(STANDING);
   }
-
   // check if we hit the roof while climbing
-  if ((hit.normal.y > 0) && (physic.get_velocity_y() < 0)) { 
+  if(hit.top) {
     physic.set_velocity_y(0);
   }
 
   // check if we hit left or right while moving in either direction
-  if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
+  if(hit.left || hit.right) {
     dir = dir == LEFT ? RIGHT : LEFT;
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(-0.25*physic.get_velocity_x());
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
+SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit)
 {
   // behaviour for badguy collisions is the same as for collisions with solids
-  return collision_solid(badguy, hit);
+  collision_solid(hit);
+
+  return CONTINUE;
 }
 
 void
@@ -125,6 +137,10 @@ SkullyHop::active_update(float elapsed_time)
 {
   BadGuy::active_update(elapsed_time);
 
+  // no change if frozen
+  if (frozen)
+    return;
+
   // charge when fully recovered
   if ((state == STANDING) && (recover_timer.check())) {
     set_state(CHARGING);
@@ -135,7 +151,20 @@ SkullyHop::active_update(float elapsed_time)
   if ((state == CHARGING) && (sprite->animation_done())) {
     set_state(JUMPING);
     return;
-  } 
+  }
+}
+
+void
+SkullyHop::unfreeze()
+{
+  BadGuy::unfreeze();
+  initialize();
+}
+
+bool
+SkullyHop::is_freezable() const
+{
+  return true;
 }
 
-IMPLEMENT_FACTORY(SkullyHop, "skullyhop")
+/* EOF */