2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
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.
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.
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/>.
17 #include "badguy/badguy.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "object/bullet.hpp"
21 #include "object/player.hpp"
22 #include "supertux/level.hpp"
23 #include "supertux/sector.hpp"
24 #include "supertux/tile.hpp"
25 #include "util/reader.hpp"
30 static const float SQUISH_TIME = 2;
32 static const float X_OFFSCREEN_DISTANCE = 1280;
33 static const float Y_OFFSCREEN_DISTANCE = 800;
34 static const int LAYER_FALLING = 500;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
37 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
40 is_initialized(false),
50 on_ground_flag(false),
52 colgroup_active(COLGROUP_MOVING)
54 start_position = bbox.p1;
56 sound_manager->preload("sounds/squish.wav");
57 sound_manager->preload("sounds/fall.wav");
59 dir = (start_dir == AUTO) ? LEFT : start_dir;
62 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
63 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
66 is_initialized(false),
76 on_ground_flag(false),
78 colgroup_active(COLGROUP_MOVING)
80 start_position = bbox.p1;
82 sound_manager->preload("sounds/squish.wav");
83 sound_manager->preload("sounds/fall.wav");
85 dir = (start_dir == AUTO) ? LEFT : start_dir;
88 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
89 MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
92 is_initialized(false),
102 on_ground_flag(false),
104 colgroup_active(COLGROUP_MOVING)
106 start_position = bbox.p1;
108 std::string dir_str = "auto";
109 reader.get("direction", dir_str);
110 start_dir = str2dir( dir_str );
113 reader.get("dead-script", dead_script);
115 sound_manager->preload("sounds/squish.wav");
116 sound_manager->preload("sounds/fall.wav");
118 dir = (start_dir == AUTO) ? LEFT : start_dir;
122 BadGuy::draw(DrawingContext& context)
126 if(state == STATE_INIT || state == STATE_INACTIVE)
128 if(state == STATE_FALLING) {
129 DrawingEffect old_effect = context.get_drawing_effect();
130 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
131 sprite->draw(context, get_pos(), layer);
132 context.set_drawing_effect(old_effect);
134 sprite->draw(context, get_pos(), layer);
139 BadGuy::update(float elapsed_time)
141 if(!Sector::current()->inside(bbox)) {
142 is_active_flag = false;
145 // get badguy name from sprite_name ignoring path and extension
146 std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
147 int path_chars = badguy.rfind("/",badguy.length());
148 badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
149 // log warning since badguys_killed can no longer reach total_badguys
150 log_warning << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
154 if ((state != STATE_INACTIVE) && is_offscreen()) {
155 if (state == STATE_ACTIVE) deactivate();
156 set_state(STATE_INACTIVE);
161 is_active_flag = true;
162 active_update(elapsed_time);
166 is_active_flag = false;
167 inactive_update(elapsed_time);
171 is_active_flag = false;
172 if(state_timer.check()) {
176 movement = physic.get_movement(elapsed_time);
179 is_active_flag = false;
180 movement = physic.get_movement(elapsed_time);
184 on_ground_flag = false;
188 BadGuy::str2dir( std::string dir_str )
190 if( dir_str == "auto" )
192 if( dir_str == "left" )
194 if( dir_str == "right" )
198 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
218 BadGuy::active_update(float elapsed_time)
220 movement = physic.get_movement(elapsed_time);
224 BadGuy::inactive_update(float )
229 BadGuy::collision_tile(uint32_t tile_attributes)
231 // Don't kill badguys that have already been killed
232 if (!is_active()) return;
234 if(tile_attributes & Tile::HURTS) {
235 if (tile_attributes & Tile::FIRE) {
236 if (is_flammable()) ignite();
238 else if (tile_attributes & Tile::ICE) {
239 if (is_freezable()) freeze();
248 BadGuy::collision(GameObject& other, const CollisionHit& hit)
250 if (!is_active()) return ABORT_MOVE;
252 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
253 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
255 /* Badguys don't let badguys squish other badguys. It's bad. */
258 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
259 if(collision_squished(*badguy)) {
265 return collision_badguy(*badguy, hit);
268 Player* player = dynamic_cast<Player*> (&other);
272 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
273 if(collision_squished(*player)) {
278 return collision_player(*player, hit);
281 Bullet* bullet = dynamic_cast<Bullet*> (&other);
283 return collision_bullet(*bullet, hit);
289 BadGuy::collision_solid(const CollisionHit& hit)
291 physic.set_velocity_x(0);
292 physic.set_velocity_y(0);
293 update_on_ground_flag(hit);
297 BadGuy::collision_player(Player& player, const CollisionHit& )
299 if(player.is_invincible()) {
311 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
317 BadGuy::collision_squished(GameObject& )
323 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
326 if(bullet.get_type() == FIRE_BONUS) {
327 // fire bullet thaws frozen badguys
332 // other bullets ricochet
333 bullet.ricochet(*this, hit);
337 else if (is_ignited()) {
338 if(bullet.get_type() == ICE_BONUS) {
339 // ice bullets extinguish ignited badguys
344 // other bullets are absorbed by ignited badguys
349 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
350 // fire bullets ignite flammable badguys
355 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
356 // ice bullets freeze freezable badguys
362 // in all other cases, bullets ricochet
363 bullet.ricochet(*this, hit);
369 BadGuy::kill_squished(GameObject& object)
371 if (!is_active()) return;
373 sound_manager->play("sounds/squish.wav", get_pos());
374 physic.enable_gravity(true);
375 physic.set_velocity_x(0);
376 physic.set_velocity_y(0);
377 set_state(STATE_SQUISHED);
378 set_group(COLGROUP_MOVING_ONLY_STATIC);
379 Player* player = dynamic_cast<Player*>(&object);
381 player->bounce(*this);
391 if (!is_active()) return;
393 sound_manager->play("sounds/fall.wav", get_pos());
394 physic.set_velocity_y(0);
395 physic.set_acceleration_y(0);
396 physic.enable_gravity(true);
397 set_state(STATE_FALLING);
398 layer = LAYER_FALLING;
405 BadGuy::run_dead_script()
408 Sector::current()->get_level()->stats.badguys++;
413 if(dead_script != "") {
414 std::istringstream stream(dead_script);
415 Sector::current()->run_script(stream, "dead-script");
420 BadGuy::set_state(State state)
422 if(this->state == state)
425 State laststate = this->state;
429 state_timer.start(SQUISH_TIME);
432 set_group(colgroup_active);
433 //bbox.set_pos(start_position);
436 // was the badguy dead anyway?
437 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
440 set_group(COLGROUP_DISABLED);
443 set_group(COLGROUP_DISABLED);
451 BadGuy::is_offscreen()
453 Player* player = get_nearest_player();
454 if (!player) return false;
455 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
456 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
457 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
458 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
465 BadGuy::try_activate()
467 // Don't activate if player is dying
468 Player* player = get_nearest_player();
471 if (!is_offscreen()) {
472 set_state(STATE_ACTIVE);
473 if (!is_initialized) {
475 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
476 if (start_dir == AUTO) {
477 Player* player = get_nearest_player();
478 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
486 is_initialized = true;
493 BadGuy::might_fall(int height)
495 // make sure we check for at least a 1-pixel fall
500 float y1 = bbox.p2.y + 1;
501 float y2 = bbox.p2.y + 1 + height;
509 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
513 BadGuy::get_nearest_player()
515 return Sector::current()->get_nearest_player (this->get_bbox ());
519 BadGuy::update_on_ground_flag(const CollisionHit& hit)
522 on_ground_flag = true;
523 floor_normal = hit.slope_normal;
530 return on_ground_flag;
536 return is_active_flag;
540 BadGuy::get_floor_normal()
548 set_group(COLGROUP_MOVING_STATIC);
555 set_group(colgroup_active);
560 BadGuy::is_freezable() const
566 BadGuy::is_frozen() const
583 BadGuy::is_flammable() const
589 BadGuy::is_ignited() const
595 BadGuy::set_colgroup_active(CollisionGroup group)
597 this->colgroup_active = group;
598 if (state == STATE_ACTIVE) set_group(group);