1// SuperTux
2// Copyright (C) 2006 Matthias Braun <matze@braunis.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 "object/scripted_object.hpp"
18
19#include "editor/editor.hpp"
20#include "math/random.hpp"
21#include "object/player.hpp"
22#include "sprite/sprite.hpp"
23#include "supertux/sector.hpp"
24#include "util/reader.hpp"
25#include "util/reader_mapping.hpp"
26
27ScriptedObject::ScriptedObject(const ReaderMapping& mapping) :
28 MovingSprite(mapping, "images/objects/bonus_block/brick.sprite", LAYER_OBJECTS, COLGROUP_MOVING_STATIC),
29 ExposedObject<ScriptedObject, scripting::ScriptedObject>(this),
30 physic(),
31 solid(),
32 physic_enabled(),
33 visible(),
34 hit_script(),
35 new_vel_set(false),
36 new_vel(),
37 new_size()
38{
39 m_default_sprite_name = {};
40
41 if (!Editor::is_active()) {
42 if (m_name.empty()) {
43 m_name = "unnamed" + std::to_string(graphicsRandom.rand());
44 log_warning << "Scripted object must have a name specified, setting to: " << m_name << std::endl;
45 }
46 }
47
48 mapping.get("solid", solid, true);
49 mapping.get("physic-enabled", physic_enabled, true);
50 mapping.get("visible", visible, true);
51 mapping.get("hit-script", hit_script, "");
52 m_layer = reader_get_layer(mapping, LAYER_OBJECTS);
53 if ( solid ){
54 set_group( COLGROUP_MOVING_STATIC );
55 } else {
56 set_group( COLGROUP_DISABLED );
57 }
58}
59ObjectSettings
60ScriptedObject::get_settings()
61{
62 new_size.x = m_col.m_bbox.get_width();
63 new_size.y = m_col.m_bbox.get_height();
64
65 ObjectSettings result = MovingSprite::get_settings();
66
67 result.add_int(_("Z-pos"), &m_layer, "z-pos", LAYER_OBJECTS);
68 //result.add_float("width", &new_size.x, "width", OPTION_HIDDEN);
69 //result.add_float("height", &new_size.y, "height", OPTION_HIDDEN);
70 result.add_bool(_("Solid"), &solid, "solid", true);
71 result.add_bool(_("Physics enabled"), &physic_enabled, "physic-enabled", true);
72 result.add_bool(_("Visible"), &visible, "visible", true);
73 result.add_text(_("Hit script"), &hit_script, "hit-script");
74
75 result.reorder({"z-pos", "visible", "physic-enabled", "solid", "name", "sprite", "script", "button", "x", "y"});
76
77 return result;
78}
79
80void
81ScriptedObject::move(float x, float y)
82{
83 m_col.m_bbox.move(Vector(x, y));
84}
85
86float
87ScriptedObject::get_pos_x() const
88{
89 return get_pos().x;
90}
91
92float
93ScriptedObject::get_pos_y() const
94{
95 return get_pos().y;
96}
97
98void
99ScriptedObject::set_velocity(float x, float y)
100{
101 new_vel = Vector(x, y);
102 new_vel_set = true;
103}
104
105float
106ScriptedObject::get_velocity_x() const
107{
108 return physic.get_velocity_x();
109}
110
111float
112ScriptedObject::get_velocity_y() const
113{
114 return physic.get_velocity_y();
115}
116
117void
118ScriptedObject::set_visible(bool visible_)
119{
120 visible = visible_;
121}
122
123bool
124ScriptedObject::is_visible() const
125{
126 return visible;
127}
128
129void
130ScriptedObject::set_solid(bool solid_)
131{
132 solid = solid_;
133 if ( solid ){
134 set_group( COLGROUP_MOVING_STATIC );
135 } else {
136 set_group( COLGROUP_DISABLED );
137 }
138}
139
140bool
141ScriptedObject::is_solid() const
142{
143 return solid;
144}
145
146bool
147ScriptedObject::gravity_enabled() const
148{
149 return physic.gravity_enabled();
150}
151
152void
153ScriptedObject::enable_gravity(bool f)
154{
155 physic.enable_gravity(f);
156}
157
158void
159ScriptedObject::set_action(const std::string& animation)
160{
161 m_sprite->set_action(animation);
162}
163
164std::string
165ScriptedObject::get_action() const
166{
167 return m_sprite->get_action();
168}
169
170void
171ScriptedObject::update(float dt_sec)
172{
173 if (!physic_enabled)
174 return;
175
176 if (new_vel_set) {
177 physic.set_velocity(new_vel.x, new_vel.y);
178 new_vel_set = false;
179 }
180 m_col.m_movement = physic.get_movement(dt_sec);
181}
182
183void
184ScriptedObject::draw(DrawingContext& context)
185{
186 if (!visible)
187 return;
188
189 m_sprite->draw(context.color(), get_pos(), m_layer);
190}
191
192void
193ScriptedObject::collision_solid(const CollisionHit& hit)
194{
195 if (!physic_enabled)
196 return;
197
198 if (hit.bottom) {
199 if (physic.get_velocity_y() > 0)
200 physic.set_velocity_y(0);
201 } else if (hit.top) {
202 physic.set_velocity_y(.1f);
203 }
204
205 if (hit.left || hit.right) {
206 physic.set_velocity_x(0);
207 }
208}
209
210HitResponse
211ScriptedObject::collision(GameObject& other, const CollisionHit& )
212{
213 auto player = dynamic_cast<Player*> (&other);
214 if (player && !hit_script.empty()) {
215 Sector::get().run_script(hit_script, "hit-script");
216 }
217
218 return FORCE_MOVE;
219}
220
221/* EOF */
222