Made trampolines less likely to interfere with level design:
[supertux.git] / src / badguy / totem.cpp
index 88620f9..b209914 100644 (file)
 #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")
 {
   carrying = 0;
   carried_by = 0;
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
+}
 
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  sprite = sprite_manager->create("images/creatures/totem/totem.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+Totem::Totem(const Totem& other)
+       : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+{
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
 }
 
 Totem::~Totem() 
@@ -44,6 +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)
 {
@@ -75,7 +93,7 @@ Totem::active_update(float elapsed_time)
   BadGuy::active_update(elapsed_time);
 
   if (!carried_by) {
-    if (might_fall())
+    if (on_ground() && might_fall())
     {
       dir = (dir == LEFT ? RIGHT : LEFT);
       activate();
@@ -136,31 +154,31 @@ Totem::collision_squished(Player& 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
@@ -184,11 +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();
   }
@@ -218,6 +236,9 @@ Totem::jump_on(Totem* target)
   this->carried_by = target;
   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);
 }