+// $Id: toad.cpp 4192 2006-08-16 23:25:39Z sommer $
+//
+// Toad - A jumping toad
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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.
+#include <config.h>
+
+#include "toad.hpp"
+#include "random_generator.hpp"
+
+namespace {
+ const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
+ const float HORIZONTAL_SPEED = 320; /**< x-speed when jumping */
+ const float RECOVER_TIME = 0.5; /**< time to stand still before starting a (new) jump */
+ static const std::string HOP_SOUND = "sounds/hop.ogg";
+}
+
+Toad::Toad(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/toad/toad.sprite")
+{
+ sound_manager->preload(HOP_SOUND);
+}
+
+Toad::Toad(const Vector& pos, Direction d)
+ : BadGuy(pos, d, "images/creatures/toad/toad.sprite")
+{
+ sound_manager->preload(HOP_SOUND);
+}
+
+void
+Toad::write(lisp::Writer& writer)
+{
+ writer.start_list("toad");
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+ writer.end_list("toad");
+}
+
+void
+Toad::activate()
+{
+ // initial state is JUMPING, because we might start airborne
+ state = JUMPING;
+ sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
+}
+
+void
+Toad::set_state(ToadState newState)
+{
+ if (newState == IDLE) {
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
+
+ recover_timer.start(RECOVER_TIME);
+ } else
+ if (newState == JUMPING) {
+ sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
+ physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
+ physic.set_velocity_y(VERTICAL_SPEED);
+ sound_manager->play( HOP_SOUND, get_pos());
+ } else
+ if (newState == FALLING) {
+ Player* player = get_nearest_player();
+ // face player
+ if (player && (player->get_bbox().p2.x < get_bbox().p1.x) && (dir == RIGHT)) dir = LEFT;
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x) && (dir == LEFT)) dir = RIGHT;
+ sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
+ }
+
+ state = newState;
+}
+
+bool
+Toad::collision_squished(Player& player)
+{
+ sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
+ kill_squished(player);
+ return true;
+}
+
+void
+Toad::collision_solid(const CollisionHit& hit)
+{
+ // just default behaviour (i.e. stop at floor/walls) when squished
+ if (BadGuy::get_state() == STATE_SQUISHED) {
+ BadGuy::collision_solid(hit);
+ return;
+ }
+
+ // ignore collisions while standing still
+ if(state == IDLE) {
+ return;
+ }
+
+ // check if we hit left or right while moving in either direction
+ if(((physic.get_velocity_x() < 0) && hit.left) || ((physic.get_velocity_x() > 0) && hit.right)) {
+ /*
+ dir = dir == LEFT ? RIGHT : LEFT;
+ if (state == JUMPING) {
+ sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
+ } else {
+ sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
+ }
+ */
+ physic.set_velocity_x(-0.25*physic.get_velocity_x());
+ }
+
+ // check if we hit the floor while falling
+ if ((state == FALLING) && hit.bottom) {
+ set_state(IDLE);
+ return;
+ }
+
+ // check if we hit the roof while climbing
+ if ((state == JUMPING) && hit.top) {
+ physic.set_velocity_y(0);
+ }
+
+}
+
+HitResponse
+Toad::collision_badguy(BadGuy& , const CollisionHit& hit)
+{
+ // behaviour for badguy collisions is the same as for collisions with solids
+ collision_solid(hit);
+
+ return CONTINUE;
+}
+
+void
+Toad::active_update(float elapsed_time)
+{
+ BadGuy::active_update(elapsed_time);
+
+ // change sprite when we are falling
+ if ((state == JUMPING) && (physic.get_velocity_y() > 0)) {
+ set_state(FALLING);
+ return;
+ }
+
+ // jump when fully recovered
+ if ((state == IDLE) && (recover_timer.check())) {
+ set_state(JUMPING);
+ return;
+ }
+
+}
+
+IMPLEMENT_FACTORY(Toad, "toad")