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;
35 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
36 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
39 is_initialized(false),
49 on_ground_flag(false),
51 colgroup_active(COLGROUP_MOVING)
53 start_position = bbox.p1;
55 sound_manager->preload("sounds/squish.wav");
56 sound_manager->preload("sounds/fall.wav");
58 dir = (start_dir == AUTO) ? LEFT : start_dir;
61 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
62 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
65 is_initialized(false),
75 on_ground_flag(false),
77 colgroup_active(COLGROUP_MOVING)
79 start_position = bbox.p1;
81 sound_manager->preload("sounds/squish.wav");
82 sound_manager->preload("sounds/fall.wav");
84 dir = (start_dir == AUTO) ? LEFT : start_dir;
87 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
88 MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
91 is_initialized(false),
101 on_ground_flag(false),
103 colgroup_active(COLGROUP_MOVING)
105 start_position = bbox.p1;
107 std::string dir_str = "auto";
108 reader.get("direction", dir_str);
109 start_dir = str2dir( dir_str );
112 reader.get("dead-script", dead_script);
114 sound_manager->preload("sounds/squish.wav");
115 sound_manager->preload("sounds/fall.wav");
117 dir = (start_dir == AUTO) ? LEFT : start_dir;
121 BadGuy::draw(DrawingContext& context)
125 if(state == STATE_INIT || state == STATE_INACTIVE)
127 if(state == STATE_FALLING) {
128 DrawingEffect old_effect = context.get_drawing_effect();
129 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
130 sprite->draw(context, get_pos(), layer);
131 context.set_drawing_effect(old_effect);
133 sprite->draw(context, get_pos(), layer);
138 BadGuy::update(float elapsed_time)
140 if(!Sector::current()->inside(bbox)) {
141 is_active_flag = false;
144 // get badguy name from sprite_name ignoring path and extension
145 std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
146 int path_chars = badguy.rfind("/",badguy.length());
147 badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
148 // log warning since badguys_killed can no longer reach total_badguys
149 log_warning << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
153 if ((state != STATE_INACTIVE) && is_offscreen()) {
154 if (state == STATE_ACTIVE) deactivate();
155 set_state(STATE_INACTIVE);
160 is_active_flag = true;
161 active_update(elapsed_time);
165 is_active_flag = false;
166 inactive_update(elapsed_time);
170 is_active_flag = false;
171 if(state_timer.check()) {
175 movement = physic.get_movement(elapsed_time);
178 is_active_flag = false;
179 movement = physic.get_movement(elapsed_time);
183 on_ground_flag = false;
187 BadGuy::str2dir( std::string dir_str )
189 if( dir_str == "auto" )
191 if( dir_str == "left" )
193 if( dir_str == "right" )
197 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
217 BadGuy::active_update(float elapsed_time)
219 movement = physic.get_movement(elapsed_time);
223 BadGuy::inactive_update(float )
228 BadGuy::collision_tile(uint32_t tile_attributes)
230 // Don't kill badguys that have already been killed
231 if (!is_active()) return;
233 if(tile_attributes & Tile::HURTS) {
234 if (tile_attributes & Tile::FIRE) {
235 if (is_flammable()) ignite();
237 else if (tile_attributes & Tile::ICE) {
238 if (is_freezable()) freeze();
247 BadGuy::collision(GameObject& other, const CollisionHit& hit)
249 if (!is_active()) return ABORT_MOVE;
251 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
252 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
254 /* Badguys don't let badguys squish other badguys. It's bad. */
257 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
258 if(collision_squished(*badguy)) {
264 return collision_badguy(*badguy, hit);
267 Player* player = dynamic_cast<Player*> (&other);
271 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
272 if(collision_squished(*player)) {
277 return collision_player(*player, hit);
280 Bullet* bullet = dynamic_cast<Bullet*> (&other);
282 return collision_bullet(*bullet, hit);
288 BadGuy::collision_solid(const CollisionHit& hit)
290 physic.set_velocity_x(0);
291 physic.set_velocity_y(0);
292 update_on_ground_flag(hit);
296 BadGuy::collision_player(Player& player, const CollisionHit& )
298 if(player.is_invincible()) {
310 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
316 BadGuy::collision_squished(GameObject& )
322 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
325 if(bullet.get_type() == FIRE_BONUS) {
326 // fire bullet thaws frozen badguys
331 // other bullets ricochet
332 bullet.ricochet(*this, hit);
336 else if (is_ignited()) {
337 if(bullet.get_type() == ICE_BONUS) {
338 // ice bullets extinguish ignited badguys
343 // other bullets are absorbed by ignited badguys
348 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
349 // fire bullets ignite flammable badguys
354 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
355 // ice bullets freeze freezable badguys
361 // in all other cases, bullets ricochet
362 bullet.ricochet(*this, hit);
368 BadGuy::kill_squished(GameObject& object)
370 if (!is_active()) return;
372 sound_manager->play("sounds/squish.wav", get_pos());
373 physic.enable_gravity(true);
374 physic.set_velocity_x(0);
375 physic.set_velocity_y(0);
376 set_state(STATE_SQUISHED);
377 set_group(COLGROUP_MOVING_ONLY_STATIC);
378 Player* player = dynamic_cast<Player*>(&object);
380 player->bounce(*this);
390 if (!is_active()) return;
392 sound_manager->play("sounds/fall.wav", get_pos());
393 physic.set_velocity_y(0);
394 physic.set_acceleration_y(0);
395 physic.enable_gravity(true);
396 set_state(STATE_FALLING);
403 BadGuy::run_dead_script()
406 Sector::current()->get_level()->stats.badguys++;
411 if(dead_script != "") {
412 std::istringstream stream(dead_script);
413 Sector::current()->run_script(stream, "dead-script");
418 BadGuy::set_state(State state)
420 if(this->state == state)
423 State laststate = this->state;
427 state_timer.start(SQUISH_TIME);
430 set_group(colgroup_active);
431 //bbox.set_pos(start_position);
434 // was the badguy dead anyway?
435 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
438 set_group(COLGROUP_DISABLED);
441 set_group(COLGROUP_DISABLED);
449 BadGuy::is_offscreen()
451 Player* player = get_nearest_player();
452 if (!player) return false;
453 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
454 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
455 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
456 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
463 BadGuy::try_activate()
465 // Don't activate if player is dying
466 Player* player = get_nearest_player();
469 if (!is_offscreen()) {
470 set_state(STATE_ACTIVE);
471 if (!is_initialized) {
473 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
474 if (start_dir == AUTO) {
475 Player* player = get_nearest_player();
476 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
484 is_initialized = true;
491 BadGuy::might_fall(int height)
493 // make sure we check for at least a 1-pixel fall
498 float y1 = bbox.p2.y + 1;
499 float y2 = bbox.p2.y + 1 + height;
507 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
511 BadGuy::get_nearest_player()
513 return Sector::current()->get_nearest_player (this->get_bbox ());
517 BadGuy::update_on_ground_flag(const CollisionHit& hit)
520 on_ground_flag = true;
521 floor_normal = hit.slope_normal;
528 return on_ground_flag;
534 return is_active_flag;
538 BadGuy::get_floor_normal()
546 set_group(COLGROUP_MOVING_STATIC);
553 set_group(colgroup_active);
558 BadGuy::is_freezable() const
564 BadGuy::is_frozen() const
581 BadGuy::is_flammable() const
587 BadGuy::is_ignited() const
593 BadGuy::set_colgroup_active(CollisionGroup group)
595 this->colgroup_active = group;
596 if (state == STATE_ACTIVE) set_group(group);