2 // Copyright (C) 2008 Wolfgang Becker <uafr@gmx.de>
3 // Copyright (C) 2010 Florian Forster <supertux at octo.it>
5 // This program is free software: you can redistribute it and/or modify
6 // it under the terms of the GNU General Public License as published by
7 // the Free Software Foundation, either version 3 of the License, or
8 // (at your option) any later version.
10 // This program is distributed in the hope that it will be useful,
11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 // GNU General Public License for more details.
15 // You should have received a copy of the GNU General Public License
16 // along with this program. If not, see <http://www.gnu.org/licenses/>.
18 #include "badguy/owl.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "object/anchor_point.hpp"
22 #include "object/player.hpp"
23 #include "object/rock.hpp"
24 #include "sprite/sprite.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
28 #include "util/log.hpp"
30 #define FLYING_SPEED 120.0
31 #define ACTIVATION_DISTANCE 128.0
33 Owl::Owl(const Reader& reader) :
34 BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
35 carried_obj_name("skydive"),
38 reader.get("carry", carried_obj_name);
39 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
42 Owl::Owl(const Vector& pos, Direction d) :
43 BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
44 carried_obj_name("skydive"),
47 set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
53 GameObject *game_object;
55 physic.set_velocity_x(dir == LEFT ? -FLYING_SPEED : FLYING_SPEED);
56 physic.enable_gravity(false);
57 sprite->set_action(dir == LEFT ? "left" : "right");
59 game_object = ObjectFactory::instance().create(carried_obj_name, get_pos(), dir);
60 if (game_object == NULL) {
61 log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl;
65 carried_object = dynamic_cast<Portable *> (game_object);
66 if (carried_object == NULL) {
67 log_warning << "Object is not portable: " << carried_obj_name << std::endl;
72 Sector::current ()->add_object (game_object);
73 } /* void initialize */
76 Owl::is_above_player (void)
78 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
82 /* Let go of carried objects a short while *before* Tux is below us. This
83 * makes it more likely that we'll hit him. */
84 float x_offset = (dir == LEFT) ? ACTIVATION_DISTANCE : -ACTIVATION_DISTANCE;
86 const Rectf& player_bbox = player->get_bbox();
87 const Rectf& owl_bbox = get_bbox();
89 if ((player_bbox.p1.y >= owl_bbox.p2.y) /* player is below us */
90 && ((player_bbox.p2.x + x_offset) > owl_bbox.p1.x)
91 && ((player_bbox.p1.x + x_offset) < owl_bbox.p2.x))
98 Owl::active_update (float elapsed_time)
100 BadGuy::active_update (elapsed_time);
102 if (carried_object != NULL) {
103 if (!is_above_player ()) {
104 Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
105 obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
106 obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
108 //To drop enemie before leave the screen
109 if (obj_pos.x<=16 || obj_pos.x+16>=Sector::current()->get_width()){
110 carried_object->ungrab (*this, dir);
111 carried_object = NULL;
115 carried_object->grab (*this, obj_pos, dir);
117 else { /* if (is_above_player) */
118 carried_object->ungrab (*this, dir);
119 carried_object = NULL;
125 Owl::collision_squished(GameObject&)
127 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
129 player->bounce (*this);
131 if (carried_object != NULL) {
132 carried_object->ungrab (*this, dir);
133 carried_object = NULL;
143 sound_manager->play("sounds/fall.wav", get_pos());
144 physic.set_velocity_y(0);
145 physic.set_acceleration_y(0);
146 physic.enable_gravity(true);
147 set_state(STATE_FALLING);
149 if (carried_object != NULL) {
150 carried_object->ungrab (*this, dir);
151 carried_object = NULL;
159 Owl::collision_solid(const CollisionHit& hit)
161 if(hit.top || hit.bottom) {
162 physic.set_velocity_y(0);
163 } else if(hit.left || hit.right) {
165 set_action ("right", /* loops = */ -1);
167 physic.set_velocity_x (FLYING_SPEED);
170 set_action ("left", /* loops = */ -1);
172 physic.set_velocity_x (-FLYING_SPEED);
175 } /* void Owl::collision_solid */
177 /* vim: set sw=2 sts=2 et fdm=marker : */