| 1 | // SuperTux - "Totem" Badguy |
| 2 | // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de> |
| 3 | // |
| 4 | // This program is free software: you can redistribute it and/or modify |
| 5 | // it under the terms of the GNU General Public License as published by |
| 6 | // the Free Software Foundation, either version 3 of the License, or |
| 7 | // (at your option) any later version. |
| 8 | // |
| 9 | // This program is distributed in the hope that it will be useful, |
| 10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | // GNU General Public License for more details. |
| 13 | // |
| 14 | // You should have received a copy of the GNU General Public License |
| 15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | |
| 17 | #include "badguy/totem.hpp" |
| 18 | |
| 19 | #include <math.h> |
| 20 | |
| 21 | #include "audio/sound_manager.hpp" |
| 22 | #include "object/player.hpp" |
| 23 | #include "sprite/sprite.hpp" |
| 24 | #include "supertux/sector.hpp" |
| 25 | |
| 26 | static const float JUMP_ON_SPEED_Y = -400; |
| 27 | static const float JUMP_OFF_SPEED_Y = -500; |
| 28 | static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg" ; |
| 29 | |
| 30 | Totem::Totem(const ReaderMapping& reader) : |
| 31 | BadGuy(reader, "images/creatures/totem/totem.sprite" ), |
| 32 | carrying(nullptr), |
| 33 | carried_by(nullptr) |
| 34 | { |
| 35 | SoundManager::current()->preload( LAND_ON_TOTEM_SOUND ); |
| 36 | } |
| 37 | |
| 38 | Totem::~Totem() |
| 39 | { |
| 40 | if (carrying) carrying->jump_off(); |
| 41 | if (carried_by) jump_off(); |
| 42 | } |
| 43 | |
| 44 | bool |
| 45 | Totem::updatePointers(const GameObject* from_object, GameObject* to_object) |
| 46 | { |
| 47 | if (from_object == carrying) { |
| 48 | carrying = dynamic_cast<Totem*>(to_object); |
| 49 | return true; |
| 50 | } |
| 51 | if (from_object == carried_by) { |
| 52 | carried_by = dynamic_cast<Totem*>(to_object); |
| 53 | return true; |
| 54 | } |
| 55 | return false; |
| 56 | } |
| 57 | |
| 58 | void |
| 59 | Totem::initialize() |
| 60 | { |
| 61 | if (!carried_by) { |
| 62 | static const float WALKSPEED = 100; |
| 63 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -WALKSPEED : WALKSPEED); |
| 64 | m_sprite->set_action(m_dir == Direction::LEFT ? "walking-left" : "walking-right" ); |
| 65 | return; |
| 66 | } else { |
| 67 | synchronize_with(carried_by); |
| 68 | m_sprite->set_action(m_dir == Direction::LEFT ? "stacked-left" : "stacked-right" ); |
| 69 | return; |
| 70 | } |
| 71 | } |
| 72 | |
| 73 | void |
| 74 | Totem::active_update(float dt_sec) |
| 75 | { |
| 76 | BadGuy::active_update(dt_sec); |
| 77 | |
| 78 | if (!carried_by) { |
| 79 | if (on_ground() && might_fall()) |
| 80 | { |
| 81 | m_dir = (m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT); |
| 82 | initialize(); |
| 83 | } |
| 84 | |
| 85 | // jump a bit if we find a suitable totem |
| 86 | for (auto& obj : Sector::get().get_objects_by_type<MovingObject>()) { |
| 87 | auto t = dynamic_cast<Totem*>(&obj); |
| 88 | if (!t) continue; |
| 89 | |
| 90 | // skip if we are not approaching each other |
| 91 | if (!((m_dir == Direction::LEFT) && (t->m_dir == Direction::RIGHT))) continue; |
| 92 | |
| 93 | Vector p1 = m_col.m_bbox.p1(); |
| 94 | Vector p2 = t->get_pos(); |
| 95 | |
| 96 | // skip if not on same height |
| 97 | float dy = (p1.y - p2.y); |
| 98 | if (fabsf(dy - 0) > 2) continue; |
| 99 | |
| 100 | // skip if too far away |
| 101 | float dx = (p1.x - p2.x); |
| 102 | if (fabsf(dx - 128) > 2) continue; |
| 103 | |
| 104 | m_physic.set_velocity_y(JUMP_ON_SPEED_Y); |
| 105 | p1.y -= 1; |
| 106 | set_pos(p1); |
| 107 | break; |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | if (carried_by) { |
| 112 | synchronize_with(carried_by); |
| 113 | } |
| 114 | |
| 115 | if (carrying) { |
| 116 | carrying->synchronize_with(this); |
| 117 | } |
| 118 | |
| 119 | } |
| 120 | |
| 121 | bool |
| 122 | Totem::collision_squished(GameObject& object) |
| 123 | { |
| 124 | /// Tux shouldn't be able to bisect totem stack by sacrificing his powerup. |
| 125 | /// --Hume2 |
| 126 | if (carrying) { |
| 127 | return false; |
| 128 | } |
| 129 | |
| 130 | if (carried_by) { |
| 131 | auto player = dynamic_cast<Player*>(&object); |
| 132 | if (player) player->bounce(*this); |
| 133 | jump_off(); |
| 134 | } |
| 135 | |
| 136 | m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left" : "squished-right" ); |
| 137 | m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
| 138 | |
| 139 | kill_squished(object); |
| 140 | return true; |
| 141 | } |
| 142 | |
| 143 | void |
| 144 | Totem::collision_solid(const CollisionHit& hit) |
| 145 | { |
| 146 | update_on_ground_flag(hit); |
| 147 | |
| 148 | // if we are being carried around, pass event to bottom of stack and ignore it |
| 149 | if (carried_by) { |
| 150 | carried_by->collision_solid(hit); |
| 151 | return; |
| 152 | } |
| 153 | |
| 154 | // If we hit something from above or below: stop moving in this direction |
| 155 | if (hit.top || hit.bottom) { |
| 156 | m_physic.set_velocity_y(0); |
| 157 | } |
| 158 | |
| 159 | // If we are hit from the direction we are facing: turn around |
| 160 | if (hit.left && (m_dir == Direction::LEFT)) { |
| 161 | m_dir = Direction::RIGHT; |
| 162 | initialize(); |
| 163 | } |
| 164 | if (hit.right && (m_dir == Direction::RIGHT)) { |
| 165 | m_dir = Direction::LEFT; |
| 166 | initialize(); |
| 167 | } |
| 168 | } |
| 169 | |
| 170 | HitResponse |
| 171 | Totem::collision_badguy(BadGuy& badguy, const CollisionHit& hit) |
| 172 | { |
| 173 | // if we are being carried around, pass event to bottom of stack and ignore it |
| 174 | if (carried_by) { |
| 175 | carried_by->collision_badguy(badguy, hit); |
| 176 | return CONTINUE; |
| 177 | } |
| 178 | |
| 179 | // if we hit a Totem that is not from our stack: have our base jump on its top |
| 180 | auto totem = dynamic_cast<Totem*>(&badguy); |
| 181 | if (totem) { |
| 182 | auto thisBase = this; while (thisBase->carried_by) thisBase=thisBase->carried_by; |
| 183 | auto srcBase = totem; while (srcBase->carried_by) srcBase=srcBase->carried_by; |
| 184 | auto thisTop = this; while (thisTop->carrying) thisTop=thisTop->carrying; |
| 185 | if (srcBase != thisBase) { |
| 186 | srcBase->jump_on(thisTop); |
| 187 | } |
| 188 | } |
| 189 | |
| 190 | // If we are hit from the direction we are facing: turn around |
| 191 | if (hit.left && (m_dir == Direction::LEFT)) { |
| 192 | m_dir = Direction::RIGHT; |
| 193 | initialize(); |
| 194 | } |
| 195 | if (hit.right && (m_dir == Direction::RIGHT)) { |
| 196 | m_dir = Direction::LEFT; |
| 197 | initialize(); |
| 198 | } |
| 199 | |
| 200 | return CONTINUE; |
| 201 | } |
| 202 | |
| 203 | void |
| 204 | Totem::kill_fall() |
| 205 | { |
| 206 | if (carrying) carrying->jump_off(); |
| 207 | if (carried_by) jump_off(); |
| 208 | |
| 209 | BadGuy::kill_fall(); |
| 210 | } |
| 211 | |
| 212 | void |
| 213 | Totem::jump_on(Totem* target) |
| 214 | { |
| 215 | if (target->carrying) { |
| 216 | log_warning << "target is already carrying someone" << std::endl; |
| 217 | return; |
| 218 | } |
| 219 | |
| 220 | target->carrying = this; |
| 221 | |
| 222 | carried_by = target; |
| 223 | initialize(); |
| 224 | m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
| 225 | |
| 226 | SoundManager::current()->play( LAND_ON_TOTEM_SOUND , get_pos()); |
| 227 | |
| 228 | synchronize_with(target); |
| 229 | } |
| 230 | |
| 231 | void |
| 232 | Totem::jump_off() { |
| 233 | if (!carried_by) { |
| 234 | log_warning << "not carried by anyone" << std::endl; |
| 235 | return; |
| 236 | } |
| 237 | |
| 238 | carried_by->carrying = nullptr; |
| 239 | |
| 240 | carried_by = nullptr; |
| 241 | |
| 242 | initialize(); |
| 243 | m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
| 244 | |
| 245 | m_physic.set_velocity_y(JUMP_OFF_SPEED_Y); |
| 246 | } |
| 247 | |
| 248 | void |
| 249 | Totem::synchronize_with(Totem* base) |
| 250 | { |
| 251 | |
| 252 | if (m_dir != base->m_dir) { |
| 253 | m_dir = base->m_dir; |
| 254 | m_sprite->set_action(m_dir == Direction::LEFT ? "stacked-left" : "stacked-right" ); |
| 255 | } |
| 256 | |
| 257 | Vector pos = base->get_pos(); |
| 258 | pos.y -= m_sprite->get_current_hitbox_height(); |
| 259 | set_pos(pos); |
| 260 | |
| 261 | m_physic.set_velocity_x(base->m_physic.get_velocity_x()); |
| 262 | m_physic.set_velocity_y(base->m_physic.get_velocity_y()); |
| 263 | } |
| 264 | |
| 265 | /* EOF */ |
| 266 | |