Made trampolines less likely to interfere with level design:
[supertux.git] / src / badguy / totem.cpp
index 00f4b07..b209914 100644 (file)
@@ -1,4 +1,4 @@
-//  $Id: totem.cpp 3096 2006-03-17 12:03:02Z sommer $
+//  $Id$
 // 
 //  SuperTux - "Totem" Badguy
 //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
 #include "log.hpp"
 
 static const float WALKSPEED = 100;
-static const float JUMP_ON_SPEED_Y = 400;
-static const float JUMP_OFF_SPEED_Y = 500;
+static const float JUMP_ON_SPEED_Y = -400;
+static const float JUMP_OFF_SPEED_Y = -500;
+static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
 
 Totem::Totem(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/totem/totem.sprite")
 {
-  stay_on_platform = false;
   carrying = 0;
   carried_by = 0;
-  bbox.set_size(48, 49);
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
+}
 
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  reader.get("stay-on-platform", stay_on_platform);
-  sprite = sprite_manager->create("images/creatures/totem/totem.sprite");
+Totem::Totem(const Totem& other)
+       : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+{
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
 }
 
 Totem::~Totem() 
@@ -46,6 +48,20 @@ Totem::~Totem()
   if (carried_by) jump_off();
 }
 
+bool 
+Totem::updatePointers(const GameObject* from_object, GameObject* to_object)
+{
+  if (from_object == carrying) {
+    carrying = dynamic_cast<Totem*>(to_object);
+    return true;
+  }
+  if (from_object == carried_by) {
+    carried_by = dynamic_cast<Totem*>(to_object);
+    return true;
+  }
+  return false;
+}
+
 void
 Totem::write(lisp::Writer& writer)
 {
@@ -53,7 +69,6 @@ Totem::write(lisp::Writer& writer)
 
   writer.write_float("x", start_position.x);
   writer.write_float("y", start_position.y);
-  writer.write_bool("stay-on-platform", stay_on_platform);
 
   writer.end_list("totem");
 }
@@ -78,7 +93,7 @@ Totem::active_update(float elapsed_time)
   BadGuy::active_update(elapsed_time);
 
   if (!carried_by) {
-    if (stay_on_platform && may_fall_off_platform())
+    if (on_ground() && might_fall())
     {
       dir = (dir == LEFT ? RIGHT : LEFT);
       activate();
@@ -133,36 +148,37 @@ Totem::collision_squished(Player& player)
   }
 
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-  this->bbox.set_size(48, 45);
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+
   kill_squished(player);
   return true;
 }
 
-HitResponse
-Totem::collision_solid(GameObject& object, const CollisionHit& hit)
+void
+Totem::collision_solid(const CollisionHit& hit)
 {
+  update_on_ground_flag(hit);
+
   // if we are being carried around, pass event to bottom of stack and ignore it
   if (carried_by) {
-    carried_by->collision_solid(object, hit);
-    return CONTINUE;
+    carried_by->collision_solid(hit);
+    return;
   }
 
   // If we hit something from above or below: stop moving in this direction 
-  if (hit.normal.y != 0) {
+  if (hit.top || hit.bottom) {
     physic.set_velocity_y(0);
   }
 
   // If we are hit from the direction we are facing: turn around
-  if ((hit.normal.x > .8) && (dir == LEFT)) {
+  if (hit.left && (dir == LEFT)) {
     dir = RIGHT;
     activate();
   }
-  if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+  if (hit.right && (dir == RIGHT)) {
     dir = LEFT;
     activate();
   }
-
-  return CONTINUE;
 }
 
 HitResponse
@@ -186,11 +202,11 @@ Totem::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
   }
 
   // If we are hit from the direction we are facing: turn around
-  if ((hit.normal.x > .8) && (dir == LEFT)) {
+  if(hit.left && (dir == LEFT)) {
     dir = RIGHT;
     activate();
   }
-  if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+  if(hit.right && (dir == RIGHT)) {
     dir = LEFT;
     activate();
   }
@@ -218,8 +234,11 @@ Totem::jump_on(Totem* target)
   target->carrying = this;
 
   this->carried_by = target;
-  this->bbox.set_size(48, 45);
   this->activate();
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+  sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
+
   
   this->synchronize_with(target);
 }
@@ -234,9 +253,10 @@ Totem::jump_off() {
   carried_by->carrying = 0;
 
   this->carried_by = 0;
-  this->bbox.set_size(48, 49);
 
   this->activate();
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+
 
   physic.set_velocity_y(JUMP_OFF_SPEED_Y);
 }
@@ -251,7 +271,7 @@ Totem::synchronize_with(Totem* base)
   }
   
   Vector pos = base->get_pos();
-  pos.y -= 45;
+  pos.y -= sprite->get_current_hitbox_height();
   set_pos(pos);
 
   physic.set_velocity_x(base->physic.get_velocity_x());