// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
#include "platform.hpp"
+
+#include <stdexcept>
+#include "log.hpp"
#include "video/drawing_context.hpp"
#include "resources.hpp"
#include "player.hpp"
-#include "sprite/sprite_manager.hpp"
+#include "path.hpp"
+#include "path_walker.hpp"
+#include "sprite/sprite.hpp"
#include "lisp/lisp.hpp"
-#include "lisp/writer.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)
{
- sprite = sprite_manager->create("flying_platform");
- movement = Vector(0, 1);
- reader.get("x", bbox.p1.x);
- reader.get("y", bbox.p1.y);
- bbox.set_size(sprite->get_width(), sprite->get_height());
-
- flags |= FLAG_SOLID;
-
- state = 0;
+ 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(), 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)
{
- delete sprite;
+ 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 0
- if(typeid(object) == typeid(Player)) {
- Player* player = (Player*) &object;
- //player->movement += movement;
- }
-#endif
+ if (dynamic_cast<Player*>(&other)) player_contact = true;
return FORCE_MOVE;
}
void
-Platform::update(float )
+Platform::update(float elapsed_time)
{
- // just some test code...
- if(state == 0) {
- movement = Vector(0, 1);
- if(bbox.p1.y > 250)
- state = 1;
- }
- if(state == 1) {
- movement = Vector(0, -1);
- if(bbox.p1.y < 50)
- state = 2;
- }
- if(state == 2) {
- movement = Vector(1, 0);
- if(bbox.p1.x > 800)
- state = 3;
- }
- if(state == 3) {
- movement = Vector(-1, 0);
- if(bbox.p1.x < 400)
- state = 4;
- }
- if(state == 4) {
- movement = Vector(-1, 1);
- if(bbox.p1.x < 0)
- state = 0;
+ // 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::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::draw(DrawingContext& context)
+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, "flying_platform");
+IMPLEMENT_FACTORY(Platform, "platform");