SDL: Implement lightmaps smaller than the screen size. LIGHTMAP_DIV is calculated...
[supertux.git] / src / object / rock.cpp
index 6ba11fc..7c56e1a 100644 (file)
 
 #include "rock.hpp"
 #include "lisp/writer.hpp"
-#include "video/drawing_context.hpp"
-#include "resources.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", LAYER_OBJECTS+1, COLGROUP_MOVING)
+  : MovingSprite(reader, "images/objects/rock/rock.sprite")
 {
+  sound_manager->preload(ROCK_SOUND);
+  on_ground = false;
   grabbed = false;
-  flags |= FLAG_SOLID | FLAG_PORTABLE;
+  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
@@ -46,34 +70,48 @@ Rock::write(lisp::Writer& writer)
 void
 Rock::update(float elapsed_time)
 {
-  if(!grabbed) {
-    flags |= FLAG_SOLID;
-    set_group(COLGROUP_MOVING);
-    movement = physic.get_movement(elapsed_time);
-  } else {
+  if( grabbed )
+    return;
+
+  if (on_ground) physic.set_velocity_x(0);
+
+  movement = physic.get_movement(elapsed_time);
+}
+
+void
+Rock::collision_solid(const CollisionHit& hit)
+{
+  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);
-    flags &= ~FLAG_SOLID;
-    set_group(COLGROUP_DISABLED);
+
+  if(hit.bottom  && !on_ground && !grabbed) {
+    sound_manager->play(ROCK_SOUND, get_pos());
+    on_ground = true;
   }
-  
-  grabbed = false;
-  /*
-  printf("%p - V %3.1f %3.1f - P %3.1f %3.1f\n", this,
-          physic.get_velocity().x, physic.get_velocity().y,
-          get_pos().x, get_pos().y);
-  */
 }
 
 HitResponse
-Rock::collision(GameObject& object, const CollisionHit& )
+Rock::collision(GameObject& other, const CollisionHit& hit)
 {
   if(grabbed) {
-    return FORCE_MOVE;
+    return PASSTHROUGH;
   }
-
-  if(object.get_flags() & FLAG_SOLID) {
-    physic.set_velocity(0, 0);
-    return CONTINUE;
+  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);
+      }
+    }
+    return FORCE_MOVE;
   }
 
   return FORCE_MOVE;
@@ -83,8 +121,25 @@ void
 Rock::grab(MovingObject& , const Vector& pos, Direction)
 {
   movement = pos - get_pos();
+  last_movement = movement;
+  set_group(COLGROUP_TOUCHABLE);
+  on_ground = false;
   grabbed = true;
 }
 
-IMPLEMENT_FACTORY(Rock, "rock");
+void
+Rock::ungrab(MovingObject& , Direction dir)
+{
+  set_group(COLGROUP_MOVING_STATIC);
+  on_ground = false;
+  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");