#include "game_session.hpp"
#include "object/lantern.hpp"
#include "object/player.hpp"
+#include "scripting/squirrel_util.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 */
WillOWisp::WillOWisp(const lisp::Lisp& reader)
: BadGuy(reader, "images/creatures/willowisp/willowisp.sprite", LAYER_FLOATINGOBJECTS), mystate(STATE_IDLE), target_sector("main"), target_spawnpoint("main")
{
+ 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);
+
+ 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;
+ }
countMe = false;
sound_manager->preload(SOUNDFILE);
}
void
-WillOWisp::write(lisp::Writer& writer)
-{
- writer.start_list("willowisp");
-
- 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);
-
- writer.end_list("willowisp");
-}
-
-void
WillOWisp::draw(DrawingContext& context)
{
sprite->draw(context, get_pos(), layer);
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) {
+ switch(mystate) {
+ case STATE_STOPPED:
+ break;
+
+ case STATE_IDLE:
+ if (dist.norm() <= track_range) {
mystate = STATE_TRACKING;
}
- }
+ break;
- if (mystate == STATE_TRACKING) {
- if (dist.norm() <= VANISH_RANGE) {
+ case STATE_TRACKING:
+ if (dist.norm() <= vanish_range) {
Vector dir = dist.unit();
- movement = dir*elapsed_time*FLYSPEED;
+ movement = dir * elapsed_time * flyspeed;
} else {
vanish();
}
sound_source->set_position(get_pos());
- }
+ break;
- if (mystate == STATE_WARPING) {
+ case STATE_WARPING:
if(sprite->animation_done()) {
remove_me();
}
- }
- if (mystate == STATE_VANISHING) {
+ case STATE_VANISHING: {
Vector dir = dist.unit();
- movement = dir*elapsed_time*FLYSPEED;
+ movement = dir * elapsed_time * flyspeed;
if(sprite->animation_done()) {
remove_me();
}
+ break;
}
+ 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;
+
+ default:
+ assert(false);
+ }
}
void
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;
}
void
-WillOWisp::kill_fall()
-{
-}
-
-void
WillOWisp::vanish()
{
mystate = STATE_VANISHING;
bool
WillOWisp::collides(GameObject& other, const CollisionHit& ) {
- if (dynamic_cast<Lantern*>(&other)) return true;
- if (dynamic_cast<Player*>(&other)) return true;
+ 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;
}
+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")