// $Id$
-//
+//
// SuperTux - "Totem" Badguy
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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
#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()
+Totem::~Totem()
{
if (carrying) carrying->jump_off();
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)
{
}
void
-Totem::activate()
+Totem::initialize()
{
if (!carried_by) {
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
BadGuy::active_update(elapsed_time);
if (!carried_by) {
- if (might_fall())
+ if (on_ground() && might_fall())
{
dir = (dir == LEFT ? RIGHT : LEFT);
- activate();
+ initialize();
}
Sector* s = Sector::current();
if (s) {
- // jump a bit if we find a suitable totem
+ // jump a bit if we find a suitable totem
for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
Totem* t = dynamic_cast<Totem*>(*i);
if (!t) continue;
-
+
// skip if we are not approaching each other
if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
-
+
Vector p1 = this->get_pos();
Vector p2 = t->get_pos();
}
bool
-Totem::collision_squished(Player& player)
+Totem::collision_squished(GameObject& object)
{
if (carrying) carrying->jump_off();
if (carried_by) {
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
jump_off();
}
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- kill_squished(player);
+ kill_squished(object);
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 we hit something from above or below: stop moving in this direction
+ 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();
+ initialize();
}
- if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+ if (hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
-
- return CONTINUE;
}
HitResponse
carried_by->collision_badguy(badguy, hit);
return CONTINUE;
}
-
+
// if we hit a Totem that is not from our stack: have our base jump on its top
Totem* totem = dynamic_cast<Totem*>(&badguy);
if (totem) {
}
// 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();
+ initialize();
}
- if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+ if(hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
return CONTINUE;
BadGuy::kill_fall();
}
-void
+void
Totem::jump_on(Totem* target)
{
if (target->carrying) {
log_warning << "target is already carrying someone" << std::endl;
return;
}
-
+
target->carrying = this;
this->carried_by = target;
- this->activate();
+ this->initialize();
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);
}
this->carried_by = 0;
- this->activate();
+ this->initialize();
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
physic.set_velocity_y(JUMP_OFF_SPEED_Y);
}
-void
+void
Totem::synchronize_with(Totem* base)
{
dir = base->dir;
sprite->set_action(dir == LEFT ? "stacked-left" : "stacked-right");
}
-
+
Vector pos = base->get_pos();
pos.y -= sprite->get_current_hitbox_height();
set_pos(pos);
IMPLEMENT_FACTORY(Totem, "totem")
-