* Comment out resizable flag because it blue-screens on Windows
[supertux.git] / src / object / platform.cpp
index b0b2a3b..4151cc5 100644 (file)
 #include "player.hpp"
 #include "path.hpp"
 #include "path_walker.hpp"
-#include "sprite/sprite_manager.hpp"
+#include "sprite/sprite.hpp"
 #include "lisp/lisp.hpp"
 #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), 
+        speed(Vector(0,0)), 
+        automatic(false), player_contact(false), last_player_contact(false)
 {
-  std::string sprite_name;
-  reader.get("sprite", sprite_name);
-  if(sprite_name == "")
-    throw std::runtime_error("No sprite specified in platform object"); 
-  sprite.reset(sprite_manager->create(sprite_name));
-
+  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.reset(new Path());
   path->read(*pathLisp);
-  walker.reset(new PathWalker(path.get()));
-
-  bbox.p1 = path->get_base();
-  bbox.set_size(sprite->get_width(), sprite->get_height());
-  
-  set_group(COLGROUP_STATIC);
-  flags |= FLAG_SOLID;
+  walker.reset(new PathWalker(path.get(), running));
+  bbox.set_pos(path->get_base());
 }
 
-Platform::~Platform()
+Platform::Platform(const Platform& other)
+        : 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;
 }
 
-//TODO: Squish Tux when standing between platform and solid tile/object
-//      Improve collision handling
-//      Move all MovingObjects lying on the platform instead of only the player
 HitResponse
-Platform::collision(GameObject& other, const CollisionHit& hit)
+Platform::collision(GameObject& other, const CollisionHit& )
 {
-  if (typeid(other) == typeid(Player)) {
-    if (hit.normal.y >= 0.9) {
-      //Tux is standing on the platform
-      //Player* player = (Player*) &other;
-      //player->add_velocity(speed * 1.5);
-      return PASS_MOVEMENT;
-    }
-  }
-  if(other.get_flags() & FLAG_SOLID) {
-    //Collision with a solid tile
-    return ABORT_MOVE;
-  }
+  if (dynamic_cast<Player*>(&other)) player_contact = true;
   return FORCE_MOVE;
 }
 
 void
 Platform::update(float elapsed_time)
 {
-  movement = walker->advance(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::draw(DrawingContext& context)
+Platform::goto_node(int node_no)
+{
+  walker->goto_node(node_no);
+}
+
+void
+Platform::start_moving()
+{
+  walker->start_moving();
+}
+
+void
+Platform::stop_moving()
+{
+  walker->stop_moving();
+}
+
+void
+Platform::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  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)
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if (name.empty()) return;
+  Scripting::unexpose_object(vm, table_idx, name);
 }
 
 IMPLEMENT_FACTORY(Platform, "platform");