#include "object_factory.hpp"
#include "scripting/platform.hpp"
#include "scripting/squirrel_util.hpp"
+#include "sector.hpp"
Platform::Platform(const lisp::Lisp& reader)
- : MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC), name(""), speed(Vector(0,0))
+ : MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC),
+ speed(Vector(0,0)),
+ automatic(false), player_contact(false), last_player_contact(false)
{
bool running = true;
reader.get("name", name);
reader.get("running", running);
+ if ((name == "") && (!running)) automatic=true;
const lisp::Lisp* pathLisp = reader.get_lisp("path");
if(pathLisp == NULL)
throw std::runtime_error("No path specified for platform");
path->read(*pathLisp);
walker.reset(new PathWalker(path.get(), running));
bbox.set_pos(path->get_base());
-
- flags |= FLAG_SOLID;
}
Platform::Platform(const Platform& other)
- : MovingSprite(other), ScriptInterface(other), name(other.name), speed(other.speed)
+ : MovingSprite(other), ScriptInterface(other),
+ speed(other.speed),
+ automatic(other.automatic), player_contact(false), last_player_contact(false)
{
+ name = other.name;
path.reset(new Path(*other.path));
walker.reset(new PathWalker(*other.walker));
walker->path = &*path;
}
HitResponse
-Platform::collision(GameObject& , const CollisionHit& )
+Platform::collision(GameObject& other, const CollisionHit& )
{
+ if (dynamic_cast<Player*>(&other)) player_contact = true;
return FORCE_MOVE;
}
void
Platform::update(float elapsed_time)
{
+ // check if Platform should automatically pick a destination
+ if (automatic) {
+
+ if (!player_contact && !walker->is_moving()) {
+ // Player doesn't touch platform and Platform is not moving
+
+ // Travel to node nearest to nearest player
+ // FIXME: does not really use nearest player
+ Player* player = 0;
+ std::vector<Player*> players = Sector::current()->get_players();
+ for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+ player = *playerIter;
+ }
+ if (player) {
+ int nearest_node_id = path->get_nearest_node_no(player->get_bbox().p2);
+ if (nearest_node_id != -1) {
+ goto_node(nearest_node_id);
+ }
+ }
+ }
+
+ if (player_contact && !last_player_contact && !walker->is_moving()) {
+ // Player touched platform, didn't touch last frame and Platform is not moving
+
+ // Travel to node farthest from current position
+ int farthest_node_id = path->get_farthest_node_no(get_pos());
+ if (farthest_node_id != -1) {
+ goto_node(farthest_node_id);
+ }
+ }
+
+ // Clear player_contact flag set by collision() method
+ last_player_contact = player_contact;
+ player_contact = false;
+ }
+
movement = walker->advance(elapsed_time) - get_pos();
speed = movement / elapsed_time;
}
void
Platform::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::Platform* interface = new Scripting::Platform(this);
expose_object(vm, table_idx, interface, name, true);
}
void
Platform::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::unexpose_object(vm, table_idx, name);
}