-// $Id$
-//
// SuperTux - "Will-O-Wisp" Badguy
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// 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
-// 02111-1307, USA.
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/willowisp.hpp"
-#include "willowisp.hpp"
-#include "log.hpp"
-#include "game_session.hpp"
+#include "audio/sound_manager.hpp"
+#include "audio/sound_source.hpp"
+#include "object/lantern.hpp"
+#include "object/path_walker.hpp"
+#include "object/player.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
static const float FLYSPEED = 64; /**< speed in px per second */
static const float TRACK_RANGE = 384; /**< at what distance to start tracking the player */
static const float VANISH_RANGE = 512; /**< at what distance to stop tracking and vanish */
+static const std::string SOUNDFILE = "sounds/willowisp.wav";
-WillOWisp::WillOWisp(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/willowisp/willowisp.sprite", LAYER_FLOATINGOBJECTS), mystate(STATE_IDLE), target_sector("main"), target_spawnpoint("main"), soundSource(0)
+WillOWisp::WillOWisp(const Reader& reader) :
+ BadGuy(reader, "images/creatures/willowisp/willowisp.sprite", LAYER_FLOATINGOBJECTS),
+ mystate(STATE_IDLE),
+ target_sector("main"),
+ target_spawnpoint("main"),
+ hit_script(),
+ sound_source(),
+ path(),
+ walker(),
+ flyspeed(),
+ track_range(),
+ vanish_range()
{
+ bool running = false;
+ flyspeed = FLYSPEED;
+ track_range = TRACK_RANGE;
+ vanish_range = VANISH_RANGE;
+
reader.get("sector", target_sector);
reader.get("spawnpoint", target_spawnpoint);
+ reader.get("name", name);
+ reader.get("flyspeed", flyspeed);
+ reader.get("track-range", track_range);
+ reader.get("vanish-range", vanish_range);
+ reader.get("hit-script", hit_script);
+ reader.get("running", running);
- countMe = false;
-}
-
-WillOWisp::WillOWisp(const WillOWisp& other)
- : BadGuy(other), mystate(other.mystate), target_sector(other.target_sector), target_spawnpoint(other.target_spawnpoint)
-{
- soundSource = sound_manager->create_sound_source("sounds/willowisp.wav");
-}
-
-WillOWisp::~WillOWisp()
-{
- delete soundSource;
-}
-
-void
-WillOWisp::write(lisp::Writer& writer)
-{
- writer.start_list("willowisp");
+ const lisp::Lisp* pathLisp = reader.get_lisp("path");
+ if(pathLisp != NULL) {
+ path.reset(new Path());
+ path->read(*pathLisp);
+ walker.reset(new PathWalker(path.get(), running));
+ if(running)
+ mystate = STATE_PATHMOVING_TRACK;
+ }
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
- writer.write_string("sector", target_sector);
- writer.write_string("spawnpoint", target_spawnpoint);
+ countMe = false;
+ sound_manager->preload(SOUNDFILE);
+ sound_manager->preload("sounds/warp.wav");
- writer.end_list("willowisp");
+ sprite->set_action("idle");
}
void
WillOWisp::draw(DrawingContext& context)
{
sprite->draw(context, get_pos(), layer);
-
+
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
sprite->draw(context, get_pos(), layer);
-
+
context.pop_target();
}
Vector p2 = player->get_pos() + (player->get_bbox().p2 - player->get_bbox().p1) / 2;
Vector dist = (p2 - p1);
- if (mystate == STATE_IDLE) {
- if (dist.norm() <= TRACK_RANGE) {
- mystate = STATE_TRACKING;
- }
- }
-
- if (mystate == STATE_TRACKING) {
- if (dist.norm() <= VANISH_RANGE) {
+ switch(mystate) {
+ case STATE_STOPPED:
+ break;
+
+ case STATE_IDLE:
+ if (dist.norm() <= track_range) {
+ mystate = STATE_TRACKING;
+ }
+ break;
+
+ case STATE_TRACKING:
+ if (dist.norm() > vanish_range) {
+ vanish();
+ } else if (dist.norm() >= 1) {
+ Vector dir = dist.unit();
+ movement = dir * elapsed_time * flyspeed;
+ } else {
+ /* We somehow landed right on top of the player without colliding.
+ * Sit tight and avoid a division by zero. */
+ }
+ sound_source->set_position(get_pos());
+ break;
+
+ case STATE_WARPING:
+ if(sprite->animation_done()) {
+ remove_me();
+ }
+
+ case STATE_VANISHING: {
Vector dir = dist.unit();
- movement = dir*elapsed_time*FLYSPEED;
- } else {
- mystate = STATE_VANISHING;
- sprite->set_action("vanishing", 1);
+ movement = dir * elapsed_time * flyspeed;
+ if(sprite->animation_done()) {
+ remove_me();
+ }
+ break;
}
- soundSource->set_position(get_pos());
- }
- if (mystate == STATE_WARPING) {
- if(sprite->animation_done()) {
- remove_me();
- }
- }
+ case STATE_PATHMOVING:
+ case STATE_PATHMOVING_TRACK:
+ if(walker.get() == NULL)
+ return;
+ movement = walker->advance(elapsed_time) - get_pos();
+ if(mystate == STATE_PATHMOVING_TRACK && dist.norm() <= track_range) {
+ mystate = STATE_TRACKING;
+ }
+ break;
- if (mystate == STATE_VANISHING) {
- if(sprite->animation_done()) {
- remove_me();
- }
+ default:
+ assert(false);
}
-
}
void
WillOWisp::activate()
{
- sprite->set_action("idle");
-
- delete soundSource;
- soundSource = sound_manager->create_sound_source("sounds/willowisp.wav");
- if(!soundSource) {
- log_warning << "Couldn't start WillOWisp sound" << std::endl;
- return;
- }
- soundSource->set_position(get_pos());
- soundSource->set_looping(true);
- soundSource->set_gain(2.0);
- soundSource->set_reference_distance(32);
- soundSource->play();
+ sound_source.reset(sound_manager->create_sound_source(SOUNDFILE));
+ sound_source->set_position(get_pos());
+ sound_source->set_looping(true);
+ sound_source->set_gain(2.0);
+ sound_source->set_reference_distance(32);
+ sound_source->play();
}
void
WillOWisp::deactivate()
{
- delete soundSource;
- soundSource = 0;
+ sound_source.reset(NULL);
+
+ switch (mystate) {
+ case STATE_STOPPED:
+ case STATE_IDLE:
+ case STATE_PATHMOVING:
+ case STATE_PATHMOVING_TRACK:
+ break;
+ case STATE_TRACKING:
+ mystate = STATE_IDLE;
+ break;
+ case STATE_WARPING:
+ case STATE_VANISHING:
+ remove_me();
+ break;
+ }
}
void
-WillOWisp::kill_fall()
+WillOWisp::vanish()
{
+ mystate = STATE_VANISHING;
+ sprite->set_action("vanishing", 1);
+ set_colgroup_active(COLGROUP_DISABLED);
+}
+
+bool
+WillOWisp::collides(GameObject& other, const CollisionHit& ) {
+ Lantern* lantern = dynamic_cast<Lantern*>(&other);
+
+ if (lantern && lantern->is_open())
+ return true;
+
+ if (dynamic_cast<Player*>(&other))
+ return true;
+
+ return false;
}
HitResponse
WillOWisp::collision_player(Player& player, const CollisionHit& ) {
- if(player.is_invincible()) return ABORT_MOVE;
+ if(player.is_invincible())
+ return ABORT_MOVE;
- if (mystate != STATE_TRACKING) return ABORT_MOVE;
+ if (mystate != STATE_TRACKING)
+ return ABORT_MOVE;
mystate = STATE_WARPING;
sprite->set_action("warping", 1);
- GameSession::current()->respawn(target_sector, target_spawnpoint);
+ if(hit_script != "") {
+ std::istringstream stream(hit_script);
+ Sector::current()->run_script(stream, "hit-script");
+ } else {
+ GameSession::current()->respawn(target_sector, target_spawnpoint);
+ }
sound_manager->play("sounds/warp.wav");
return CONTINUE;
}
-IMPLEMENT_FACTORY(WillOWisp, "willowisp")
+void
+WillOWisp::goto_node(int node_no)
+{
+ walker->goto_node(node_no);
+ if(mystate != STATE_PATHMOVING && mystate != STATE_PATHMOVING_TRACK) {
+ mystate = STATE_PATHMOVING;
+ }
+}
+
+void
+WillOWisp::start_moving()
+{
+ walker->start_moving();
+}
+
+void
+WillOWisp::stop_moving()
+{
+ walker->stop_moving();
+}
+
+void
+WillOWisp::set_state(const std::string& new_state)
+{
+ if(new_state == "stopped") {
+ mystate = STATE_STOPPED;
+ } else if(new_state == "idle") {
+ mystate = STATE_IDLE;
+ } else if(new_state == "move_path") {
+ mystate = STATE_PATHMOVING;
+ walker->start_moving();
+ } else if(new_state == "move_path_track") {
+ mystate = STATE_PATHMOVING_TRACK;
+ walker->start_moving();
+ } else if(new_state == "normal") {
+ mystate = STATE_IDLE;
+ } else if(new_state == "vanish") {
+ vanish();
+ } else {
+ std::ostringstream msg;
+ msg << "Can't set unknown willowisp state '" << new_state << "', should "
+ "be stopped, move_path, move_path_track or normal";
+ throw new std::runtime_error(msg.str());
+ }
+}
+
+void
+WillOWisp::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty())
+ return;
+
+ std::cout << "Expose me '" << name << "'\n";
+ Scripting::WillOWisp* interface = static_cast<Scripting::WillOWisp*> (this);
+ expose_object(vm, table_idx, interface, name);
+}
+
+void
+WillOWisp::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name.empty())
+ return;
+
+ std::cout << "UnExpose me '" << name << "'\n";
+ Scripting::unexpose_object(vm, table_idx, name);
+}
+
+IMPLEMENT_FACTORY(WillOWisp, "willowisp");
+/* EOF */