* Add Airship (regular above-ground theme) and Battle (castle/boss theme) music court...
[supertux.git] / src / object / platform.cpp
index e890b92..4151cc5 100644 (file)
 #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))
+        : 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");
@@ -46,12 +51,12 @@ Platform::Platform(const lisp::Lisp& reader)
   path->read(*pathLisp);
   walker.reset(new PathWalker(path.get(), running));
   bbox.set_pos(path->get_base());
-
-  set_solid(true);
 }
 
 Platform::Platform(const Platform& other)
-       : MovingSprite(other), ScriptInterface(other), 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));
@@ -60,14 +65,51 @@ Platform::Platform(const Platform& other)
 }
 
 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;
 }