#include <config.h>
#include "willowisp.hpp"
+
#include "log.hpp"
#include "game_session.hpp"
#include "object/lantern.hpp"
#include "object/player.hpp"
#include "scripting/squirrel_util.hpp"
+#include "object/path.hpp"
+#include "object/path_walker.hpp"
+#include "audio/sound_source.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+#include "sector.hpp"
+#include "sprite/sprite.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 */
countMe = false;
sound_manager->preload(SOUNDFILE);
sound_manager->preload("sounds/warp.wav");
+
+ sprite->set_action("idle");
}
void
break;
case STATE_TRACKING:
- if (dist.norm() <= vanish_range) {
+ if (dist.norm() > vanish_range) {
+ vanish();
+ } else if (dist.norm() >= 1) {
Vector dir = dist.unit();
movement = dir * elapsed_time * flyspeed;
} else {
- vanish();
+ /* 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;
void
WillOWisp::activate()
{
- sprite->set_action("idle");
-
sound_source.reset(sound_manager->create_sound_source(SOUNDFILE));
sound_source->set_position(get_pos());
sound_source->set_looping(true);
{
mystate = STATE_VANISHING;
sprite->set_action("vanishing", 1);
- set_group(COLGROUP_DISABLED);
+ set_colgroup_active(COLGROUP_DISABLED);
}
bool
} else {
std::ostringstream msg;
msg << "Can't set unknown willowisp state '" << new_state << "', should "
- "be stopped, move_path, move_path_track or normal";
+ "be stopped, move_path, move_path_track or normal";
throw new std::runtime_error(msg.str());
}
}