// 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.
-
#include <config.h>
#include <stdexcept>
#include "math/vector.hpp"
ScriptedObject::ScriptedObject(const lisp::Lisp& lisp)
- : MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
+ : MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING_STATIC),
solid(true), physic_enabled(true), visible(true), new_vel_set(false)
{
lisp.get("name", name);
if(name == "")
throw std::runtime_error("Scripted object must have a name specified");
-
+
// FIXME: do we need this? bbox is already set via .sprite file
float width = sprite->get_width();
float height = sprite->get_height();
lisp.get("physic-enabled", physic_enabled);
lisp.get("visible", visible);
lisp.get("z-pos", layer);
- if(solid)
- flags |= FLAG_SOLID;
+ if( solid ){
+ set_group( COLGROUP_MOVING_STATIC );
+ } else {
+ set_group( COLGROUP_DISABLED );
+ }
}
void
ScriptedObject::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
- Scripting::ScriptedObject* interface = static_cast<Scripting::ScriptedObject*> (this);
- expose_object(vm, table_idx, interface, name, false);
+ if (name.empty()) return;
+ expose_object(vm, table_idx, dynamic_cast<Scripting::ScriptedObject *>(this), name, false);
}
void
ScriptedObject::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
+ if (name.empty()) return;
Scripting::unexpose_object(vm, table_idx, name);
}
ScriptedObject::set_solid(bool solid)
{
this->solid = solid;
- if(solid)
- flags |= FLAG_SOLID;
- else
- flags ^= FLAG_SOLID;
+ if( solid ){
+ set_group( COLGROUP_MOVING_STATIC );
+ } else {
+ set_group( COLGROUP_DISABLED );
+ }
}
bool
sprite->draw(context, get_pos(), layer);
}
-HitResponse
-ScriptedObject::collision(GameObject& other, const CollisionHit& hit)
+void
+ScriptedObject::collision_solid(const CollisionHit& hit)
{
if(!physic_enabled)
- return FORCE_MOVE;
-
- if(!(other.get_flags() & FLAG_SOLID))
- return FORCE_MOVE;
-
- if(other.get_flags() & FLAG_SOLID) {
- if(hit.normal.y < 0) { // landed on floor
- if(physic.get_velocity_y() > 0)
- physic.set_velocity_y(0);
- } else if(hit.normal.y > 0) { // bumped against roof
- physic.set_velocity_y(.1);
- }
-
- if(fabsf(hit.normal.x) > .9) { // hit on side?
- physic.set_velocity_x(0);
- }
-
- return CONTINUE;
+ return;
+
+ if(hit.bottom) {
+ if(physic.get_velocity_y() > 0)
+ physic.set_velocity_y(0);
+ } else if(hit.top) {
+ physic.set_velocity_y(.1f);
+ }
+
+ if(hit.left || hit.right) {
+ physic.set_velocity_x(0);
}
+}
+HitResponse
+ScriptedObject::collision(GameObject& , const CollisionHit& )
+{
return FORCE_MOVE;
}