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