[ Patch #1793 ] Turn physic into POD
[supertux.git] / src / badguy / snail.cpp
index fd8819f..8c04c09 100644 (file)
 #include "object/block.hpp"
 
 namespace {
-  const float WALKSPEED = 80;
   const float KICKSPEED = 500;
   const int MAXSQUISHES = 10;
   const float KICKSPEED_Y = -500; /**< y-velocity gained when kicked */
 }
 
 Snail::Snail(const lisp::Lisp& reader)
-  : BadGuy(reader, "images/creatures/snail/snail.sprite"), state(STATE_NORMAL), squishcount(0)
+  : WalkingBadguy(reader, "images/creatures/snail/snail.sprite", "left", "right"), state(STATE_NORMAL), squishcount(0)
 {
+  walk_speed = 80;
+  max_drop_height = 600;
   sound_manager->preload("sounds/iceblock_bump.wav");
   sound_manager->preload("sounds/stomp.wav");
   sound_manager->preload("sounds/kick.wav");
 }
 
 Snail::Snail(const Vector& pos, Direction d)
-  : BadGuy(pos, d, "images/creatures/snail/snail.sprite"), state(STATE_NORMAL), squishcount(0)
+  : WalkingBadguy(pos, d, "images/creatures/snail/snail.sprite", "left", "right"), state(STATE_NORMAL), squishcount(0)
 {
+  walk_speed = 80;
+  max_drop_height = 600;
   sound_manager->preload("sounds/iceblock_bump.wav");
   sound_manager->preload("sounds/stomp.wav");
   sound_manager->preload("sounds/kick.wav");
@@ -49,26 +52,24 @@ void
 Snail::write(lisp::Writer& writer)
 {
   writer.start_list("snail");
-
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
-
+  WalkingBadguy::write(writer);
   writer.end_list("snail");
 }
 
 void
 Snail::activate()
 {
+  WalkingBadguy::activate();
   be_normal();
 }
 
 void
 Snail::be_normal()
 {
-  state = STATE_NORMAL;
-  sprite->set_action(dir == LEFT ? "left" : "right");
+  if (state == STATE_NORMAL) return;
 
-  physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
+  state = STATE_NORMAL;
+  WalkingBadguy::activate();
 }
 
 void
@@ -77,10 +78,10 @@ Snail::be_flat()
   state = STATE_FLAT;
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
-  
-  physic.set_velocity_x(0);
-  physic.set_velocity_y(0); 
-  
+
+  physic.vx = 0;
+  physic.vy = 0;
+
   flat_timer.start(4);
 }
 
@@ -91,13 +92,17 @@ Snail::be_kicked()
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
 
-  physic.set_velocity_x(0);
-  physic.set_velocity_y(0); 
+  physic.vx = 0;
+  physic.vy = 0;
+
   // start a timer to delay addition of upward movement until we are (hopefully) out from under the player
   kicked_delay_timer.start(0.05);
 }
 
+bool
+Snail::can_break(){
+    return state == STATE_KICKED;
+}
 
 void
 Snail::active_update(float elapsed_time)
@@ -105,11 +110,7 @@ Snail::active_update(float elapsed_time)
   switch (state) {
 
     case STATE_NORMAL:
-      if (on_ground() && might_fall(601)) {
-       dir = (dir == LEFT ? RIGHT : LEFT);
-       sprite->set_action(dir == LEFT ? "left" : "right");
-       physic.set_velocity_x(-physic.get_velocity_x());
-      }
+      WalkingBadguy::active_update(elapsed_time);
       break;
 
     case STATE_FLAT:
@@ -119,23 +120,25 @@ Snail::active_update(float elapsed_time)
       if (flat_timer.check()) {
        be_normal();
       }
+      BadGuy::active_update(elapsed_time);
       break;
 
     case STATE_KICKED_DELAY:
       if (kicked_delay_timer.check()) {
-       physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
-       physic.set_velocity_y(KICKSPEED_Y);
+       physic.vx = (dir == LEFT ? -KICKSPEED : KICKSPEED);
+       physic.vy = KICKSPEED_Y;
        state = STATE_KICKED;
       }
+      BadGuy::active_update(elapsed_time);
       break;
 
     case STATE_KICKED:
-      physic.set_velocity_x(physic.get_velocity_x() * pow(0.99, elapsed_time/0.02));
-      if (fabsf(physic.get_velocity_x()) < WALKSPEED) be_normal();
+      physic.vx = physic.vx * pow(0.99, elapsed_time/0.02);
+      if (fabsf(physic.vx) < walk_speed) be_normal();
+      BadGuy::active_update(elapsed_time);
       break;
 
   }
-  BadGuy::active_update(elapsed_time);
 }
 
 void
@@ -143,62 +146,44 @@ Snail::collision_solid(const CollisionHit& hit)
 {
   update_on_ground_flag(hit);
 
-  if(hit.top || hit.bottom) { // floor or roof
-    physic.set_velocity_y(0);
-
-    switch (state) {
-      case STATE_NORMAL:
-      case STATE_FLAT:
-      case STATE_KICKED_DELAY:
-       break;
-      case STATE_KICKED:
-       break;
-    }
-
-    return;
-  }
-  // hit left or right
-  switch(state) {
-    
+  switch (state) {
     case STATE_NORMAL:
-        if( (dir == LEFT && hit.left) || ( dir == RIGHT && hit.right) ){
-          dir = dir == LEFT ? RIGHT : LEFT;
-          sprite->set_action(dir == LEFT ? "left" : "right");
-          physic.set_velocity_x(-physic.get_velocity_x());
-        }      
+      WalkingBadguy::collision_solid(hit);
       break;
-
     case STATE_FLAT:
-    case STATE_KICKED_DELAY:
-      physic.set_velocity_x(0);
+      if(hit.top || hit.bottom) {
+       physic.vy = 0;
+      }
+      if(hit.left || hit.right) {
+      }
       break;
-
-    case STATE_KICKED: {
-      sound_manager->play("sounds/iceblock_bump.wav", get_pos());
-    
-#if 0
-      // TODO move this into BonusBlock code
-      // open bonusblocks, crash bricks
-      BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
-      if(bonusblock) {
-        bonusblock->try_open();
+    case STATE_KICKED_DELAY:
+      if(hit.top || hit.bottom) {
+       physic.vy = 0;
+      }
+      if(hit.left || hit.right) {
+       physic.vy = 0;
       }
-      Brick* brick = dynamic_cast<Brick*> (&object);
-      if(brick) {
-        brick->try_break();
+      break;
+    case STATE_KICKED:
+      if(hit.top || hit.bottom) {
+       physic.vy = 0;
       }
-#endif
-      if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
-        dir = (dir == LEFT) ? RIGHT : LEFT;
-        sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+      if(hit.left || hit.right) {
+       sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+
+       if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
+         dir = (dir == LEFT) ? RIGHT : LEFT;
+         sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+
+         physic.vx = -physic.vx*0.75;
+         if (fabsf(physic.vx) < walk_speed) be_normal();
+       }
 
-        physic.set_velocity_x(-physic.get_velocity_x()*0.75);
-        if (fabsf(physic.get_velocity_x()) < WALKSPEED) be_normal();
       }
       break;
-
-    }
   }
+
 }
 
 HitResponse
@@ -206,17 +191,7 @@ Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 {
   switch(state) {
     case STATE_NORMAL:
-     // printf("Snail <-> Badguy %s %s %s %s %s\n", hit.left?"left":"", hit.right?"right":"", hit.top?"top":"", hit.bottom?"bottom":"", hit.crush?"crush":"");
-      if( hit.left && dir == LEFT ){
-        dir = RIGHT;       
-        sprite->set_action( "right" );
-        physic.set_velocity_x(-physic.get_velocity_x());               
-      } else if( hit.right && dir == RIGHT ){
-        dir = LEFT;
-        sprite->set_action( "left" );
-        physic.set_velocity_x(-physic.get_velocity_x());               
-      }
-      return CONTINUE;
+      return WalkingBadguy::collision_badguy(badguy, hit);
     case STATE_FLAT:
     case STATE_KICKED_DELAY:
       return FORCE_MOVE;
@@ -231,7 +206,7 @@ Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 }
 
 bool
-Snail::collision_squished(Player& player)
+Snail::collision_squished(GameObject& object)
 {
   switch(state) {
 
@@ -246,24 +221,27 @@ Snail::collision_squished(Player& player)
       sound_manager->play("sounds/stomp.wav", get_pos());
       be_flat();
       break;
-      
+
     case STATE_FLAT:
       sound_manager->play("sounds/kick.wav", get_pos());
-
-      if(player.get_pos().x < get_pos().x) {
-        dir = RIGHT;
-      } else {
-        dir = LEFT;
+      {
+       MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
+       if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
+         dir = RIGHT;
+       } else {
+         dir = LEFT;
+       }
       }
       be_kicked();
       break;
 
     case STATE_KICKED_DELAY:
       break;
-      
+
   }
 
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
   return true;
 }