| 1 | // SuperTux |
| 2 | // Copyright (C) 2008 Wolfgang Becker <uafr@gmx.de> |
| 3 | // Copyright (C) 2010 Florian Forster <supertux at octo.it> |
| 4 | // |
| 5 | // This program is free software: you can redistribute it and/or modify |
| 6 | // it under the terms of the GNU General Public License as published by |
| 7 | // the Free Software Foundation, either version 3 of the License, or |
| 8 | // (at your option) any later version. |
| 9 | // |
| 10 | // This program is distributed in the hope that it will be useful, |
| 11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | // GNU General Public License for more details. |
| 14 | // |
| 15 | // You should have received a copy of the GNU General Public License |
| 16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 17 | |
| 18 | #include "badguy/owl.hpp" |
| 19 | |
| 20 | #include "audio/sound_manager.hpp" |
| 21 | #include "editor/editor.hpp" |
| 22 | #include "object/player.hpp" |
| 23 | #include "object/portable.hpp" |
| 24 | #include "sprite/sprite.hpp" |
| 25 | #include "supertux/game_object_factory.hpp" |
| 26 | #include "supertux/sector.hpp" |
| 27 | #include "util/reader_mapping.hpp" |
| 28 | #include "util/writer.hpp" |
| 29 | |
| 30 | namespace { |
| 31 | |
| 32 | const float FLYING_SPEED = 120.0f; |
| 33 | const float ACTIVATION_DISTANCE = 128.0f; |
| 34 | |
| 35 | } // namespace |
| 36 | |
| 37 | Owl::Owl(const ReaderMapping& reader) : |
| 38 | BadGuy(reader, "images/creatures/owl/owl.sprite" , LAYER_OBJECTS + 1), |
| 39 | carried_obj_name(), |
| 40 | carried_object(nullptr) |
| 41 | { |
| 42 | reader.get("carry" , carried_obj_name, "skydive" ); |
| 43 | set_action (m_dir == Direction::LEFT ? "left" : "right" , /* loops = */ -1); |
| 44 | } |
| 45 | |
| 46 | void |
| 47 | Owl::initialize() |
| 48 | { |
| 49 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -FLYING_SPEED : FLYING_SPEED); |
| 50 | m_physic.enable_gravity(false); |
| 51 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
| 52 | |
| 53 | // If we add the carried object to the sector while we're editing |
| 54 | // a level with the editor, it gets written to the level file, |
| 55 | // resulting in two carried objects. Returning early is much better. |
| 56 | if (Editor::is_active()) |
| 57 | { |
| 58 | return; |
| 59 | } |
| 60 | |
| 61 | auto game_object = GameObjectFactory::instance().create(carried_obj_name, get_pos(), m_dir); |
| 62 | if (game_object == nullptr) |
| 63 | { |
| 64 | log_fatal << "Creating \"" << carried_obj_name << "\" object failed." << std::endl; |
| 65 | } |
| 66 | else |
| 67 | { |
| 68 | carried_object = dynamic_cast<Portable*>(game_object.get()); |
| 69 | if (carried_object == nullptr) |
| 70 | { |
| 71 | log_warning << "Object is not portable: " << carried_obj_name << std::endl; |
| 72 | } |
| 73 | else |
| 74 | { |
| 75 | Sector::get().add_object(std::move(game_object)); |
| 76 | } |
| 77 | } |
| 78 | } |
| 79 | |
| 80 | bool |
| 81 | Owl::is_above_player() const |
| 82 | { |
| 83 | auto player = Sector::get().get_nearest_player(m_col.m_bbox); |
| 84 | if (!player) |
| 85 | return false; |
| 86 | |
| 87 | // Let go of carried objects a short while *before* Tux is below us. This |
| 88 | // makes it more likely that we'll hit him. |
| 89 | float x_offset = (m_dir == Direction::LEFT) ? ACTIVATION_DISTANCE : -ACTIVATION_DISTANCE; |
| 90 | |
| 91 | const Rectf& player_bbox = player->get_bbox(); |
| 92 | |
| 93 | return ((player_bbox.get_top() >= m_col.m_bbox.get_bottom()) /* player is below us */ |
| 94 | && ((player_bbox.get_right() + x_offset) > m_col.m_bbox.get_left()) |
| 95 | && ((player_bbox.get_left() + x_offset) < m_col.m_bbox.get_right())); |
| 96 | } |
| 97 | |
| 98 | void |
| 99 | Owl::active_update (float dt_sec) |
| 100 | { |
| 101 | BadGuy::active_update (dt_sec); |
| 102 | |
| 103 | if (m_frozen) |
| 104 | return; |
| 105 | |
| 106 | if (carried_object != nullptr) { |
| 107 | if (!is_above_player ()) { |
| 108 | Vector obj_pos = get_anchor_pos(m_col.m_bbox, ANCHOR_BOTTOM); |
| 109 | obj_pos.x -= 16.f; /* FIXME: Actually do use the half width of the carried object here. */ |
| 110 | obj_pos.y += 3.f; /* Move a little away from the hitbox (the body). Looks nicer. */ |
| 111 | |
| 112 | //To drop enemie before leave the screen |
| 113 | if (obj_pos.x<=16 || obj_pos.x+16>=Sector::get().get_width()){ |
| 114 | carried_object->ungrab (*this, m_dir); |
| 115 | carried_object = nullptr; |
| 116 | } |
| 117 | |
| 118 | else |
| 119 | carried_object->grab (*this, obj_pos, m_dir); |
| 120 | } |
| 121 | else { /* if (is_above_player) */ |
| 122 | carried_object->ungrab (*this, m_dir); |
| 123 | carried_object = nullptr; |
| 124 | } |
| 125 | } |
| 126 | } |
| 127 | |
| 128 | bool |
| 129 | Owl::collision_squished(GameObject&) |
| 130 | { |
| 131 | auto player = Sector::get().get_nearest_player(m_col.m_bbox); |
| 132 | if (player) |
| 133 | player->bounce (*this); |
| 134 | |
| 135 | if (carried_object != nullptr) { |
| 136 | carried_object->ungrab (*this, m_dir); |
| 137 | carried_object = nullptr; |
| 138 | } |
| 139 | |
| 140 | kill_fall (); |
| 141 | return true; |
| 142 | } |
| 143 | |
| 144 | void |
| 145 | Owl::kill_fall() |
| 146 | { |
| 147 | SoundManager::current()->play("sounds/fall.wav" , get_pos()); |
| 148 | m_physic.set_velocity_y(0); |
| 149 | m_physic.set_acceleration_y(0); |
| 150 | m_physic.enable_gravity(true); |
| 151 | set_state(STATE_FALLING); |
| 152 | |
| 153 | if (carried_object != nullptr) { |
| 154 | carried_object->ungrab (*this, m_dir); |
| 155 | carried_object = nullptr; |
| 156 | } |
| 157 | |
| 158 | // start dead-script |
| 159 | run_dead_script(); |
| 160 | } |
| 161 | |
| 162 | void |
| 163 | Owl::freeze() |
| 164 | { |
| 165 | if (carried_object != nullptr) { |
| 166 | carried_object->ungrab (*this, m_dir); |
| 167 | carried_object = nullptr; |
| 168 | } |
| 169 | m_physic.enable_gravity(true); |
| 170 | BadGuy::freeze(); |
| 171 | } |
| 172 | |
| 173 | void |
| 174 | Owl::unfreeze() |
| 175 | { |
| 176 | BadGuy::unfreeze(); |
| 177 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -FLYING_SPEED : FLYING_SPEED); |
| 178 | m_physic.enable_gravity(false); |
| 179 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
| 180 | } |
| 181 | |
| 182 | bool |
| 183 | Owl::is_freezable() const |
| 184 | { |
| 185 | return true; |
| 186 | } |
| 187 | |
| 188 | void |
| 189 | Owl::collision_solid(const CollisionHit& hit) |
| 190 | { |
| 191 | if (m_frozen) |
| 192 | { |
| 193 | BadGuy::collision_solid(hit); |
| 194 | return; |
| 195 | } |
| 196 | if (hit.top || hit.bottom) { |
| 197 | m_physic.set_velocity_y(0); |
| 198 | } else if (hit.left || hit.right) { |
| 199 | if (m_dir == Direction::LEFT) { |
| 200 | set_action ("right" , /* loops = */ -1); |
| 201 | m_dir = Direction::RIGHT; |
| 202 | m_physic.set_velocity_x (FLYING_SPEED); |
| 203 | } |
| 204 | else { |
| 205 | set_action ("left" , /* loops = */ -1); |
| 206 | m_dir = Direction::LEFT; |
| 207 | m_physic.set_velocity_x (-FLYING_SPEED); |
| 208 | } |
| 209 | } |
| 210 | } |
| 211 | |
| 212 | void |
| 213 | Owl::ignite() |
| 214 | { |
| 215 | if (carried_object != nullptr) { |
| 216 | carried_object->ungrab (*this, m_dir); |
| 217 | carried_object = nullptr; |
| 218 | } |
| 219 | BadGuy::ignite(); |
| 220 | } |
| 221 | |
| 222 | ObjectSettings |
| 223 | Owl::get_settings() |
| 224 | { |
| 225 | ObjectSettings result = BadGuy::get_settings(); |
| 226 | |
| 227 | result.add_text(_("Carry" ), &carried_obj_name, "carry" ); //, std::string("skydive")); |
| 228 | |
| 229 | result.reorder({"carry" , "direction" , "sprite" , "x" , "y" }); |
| 230 | |
| 231 | return result; |
| 232 | } |
| 233 | |
| 234 | /* EOF */ |
| 235 | |