SDL: Implement lightmaps smaller than the screen size. LIGHTMAP_DIV is calculated...
[supertux.git] / src / object / rock.cpp
index 1eb8f6d..7c56e1a 100644 (file)
 #include "lisp/writer.hpp"
 #include "object_factory.hpp"
 #include "audio/sound_manager.hpp"
+#include "tile.hpp"
 
 namespace {
   const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
 }
 
+Rock::Rock(const Vector& pos, std::string spritename)
+  : MovingSprite(pos, spritename)
+{
+  sound_manager->preload(ROCK_SOUND);
+  on_ground = false;
+  grabbed = false;
+  set_group(COLGROUP_MOVING_STATIC);
+}
+
 Rock::Rock(const lisp::Lisp& reader)
-       : MovingSprite(reader, "images/objects/rock/rock.sprite")
+  : MovingSprite(reader, "images/objects/rock/rock.sprite")
 {
-  sound_manager->preload( ROCK_SOUND );
+  sound_manager->preload(ROCK_SOUND);
   on_ground = false;
-  flags |= FLAG_SOLID | FLAG_PORTABLE;
+  grabbed = false;
+  set_group(COLGROUP_MOVING_STATIC);
+}
+
+Rock::Rock(const lisp::Lisp& reader, std::string spritename)
+  : MovingSprite(reader, spritename)
+{
+  sound_manager->preload(ROCK_SOUND);
+  on_ground = false;
+  grabbed = false;
+  set_group(COLGROUP_MOVING_STATIC);
 }
 
 void
@@ -50,44 +70,50 @@ Rock::write(lisp::Writer& writer)
 void
 Rock::update(float elapsed_time)
 {
-  if( !on_ground ) {
-    movement = physic.get_movement(elapsed_time);
-  }
+  if( grabbed )
+    return;
+
+  if (on_ground) physic.set_velocity_x(0);
+
+  movement = physic.get_movement(elapsed_time);
 }
 
 void
 Rock::collision_solid(const CollisionHit& hit)
 {
-  physic.set_velocity(0, 0);
-  if( hit.bottom  && !on_ground ){
-    sound_manager->play( ROCK_SOUND, get_pos() );
-     on_ground = true;
+  if(grabbed) {
+    return;
+  }
+  if(hit.top || hit.bottom)
+    physic.set_velocity_y(0);
+  if(hit.left || hit.right)
+    physic.set_velocity_x(0);
+  if(hit.crush)
+    physic.set_velocity(0, 0);
+
+  if(hit.bottom  && !on_ground && !grabbed) {
+    sound_manager->play(ROCK_SOUND, get_pos());
+    on_ground = true;
   }
 }
 
 HitResponse
 Rock::collision(GameObject& other, const CollisionHit& hit)
 {
-  if( !on_ground ){
-      return FORCE_MOVE;
+  if(grabbed) {
+    return PASSTHROUGH;
   }
-  
-  //Fake being solid for moving_object. 
-  MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
-  if( moving_object ){
-      if( hit.top ){
-        float inside = moving_object->get_bbox().get_bottom() - get_bbox().get_top();
-        if( inside > 0 ){
-          Vector pos = moving_object->get_pos();
-          pos.y -= inside; 
-          moving_object->set_pos( pos );    
-        }
+  if(!on_ground) {
+    if(hit.bottom && physic.get_velocity_y() > 200) {
+      MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
+      if(moving_object) {
+        //Getting a rock on the head hurts. A lot.
+        moving_object->collision_tile(Tile::HURTS);
       }
-      CollisionHit hit_other = hit;
-      std::swap(hit_other.left, hit_other.right);
-      std::swap(hit_other.top, hit_other.bottom);
-      moving_object->collision_solid( hit_other );
+    }
+    return FORCE_MOVE;
   }
+
   return FORCE_MOVE;
 }
 
@@ -95,17 +121,25 @@ void
 Rock::grab(MovingObject& , const Vector& pos, Direction)
 {
   movement = pos - get_pos();
-  set_group( COLGROUP_DISABLED );
-  on_ground = true;
+  last_movement = movement;
+  set_group(COLGROUP_TOUCHABLE);
+  on_ground = false;
+  grabbed = true;
 }
 
 void
-Rock::ungrab(MovingObject& , Direction ){
-  set_group( COLGROUP_MOVING );
+Rock::ungrab(MovingObject& , Direction dir)
+{
+  set_group(COLGROUP_MOVING_STATIC);
   on_ground = false;
-  physic.set_velocity(0, 0);
+  if(dir == UP) {
+    physic.set_velocity(0, -500);
+  } else if (last_movement.norm() > 1) {
+    physic.set_velocity((dir == RIGHT) ? 200 : -200, -200);
+  } else {
+    physic.set_velocity(0, 0);
+  }
+  grabbed = false;
 }
 
 IMPLEMENT_FACTORY(Rock, "rock");
-