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 SoundManager::current()->preload("sounds/squish.wav");
56 SoundManager::current()->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 SoundManager::current()->preload("sounds/squish.wav");
82 SoundManager::current()->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 SoundManager::current()->preload("sounds/squish.wav");
115 SoundManager::current()->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(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 std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
150 log_warning << current_level << "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);
222 sprite->stop_animation();
226 BadGuy::inactive_update(float )
231 BadGuy::collision_tile(uint32_t tile_attributes)
233 // Don't kill badguys that have already been killed
234 if (!is_active()) return;
236 if(tile_attributes & Tile::HURTS) {
237 if (tile_attributes & Tile::FIRE) {
238 if (is_flammable()) ignite();
240 else if (tile_attributes & Tile::ICE) {
241 if (is_freezable()) freeze();
250 BadGuy::collision(GameObject& other, const CollisionHit& hit)
252 if (!is_active()) return ABORT_MOVE;
254 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
255 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
257 /* Badguys don't let badguys squish other badguys. It's bad. */
260 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
261 if(collision_squished(*badguy)) {
267 return collision_badguy(*badguy, hit);
270 Player* player = dynamic_cast<Player*> (&other);
274 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
275 if(player->is_stone()) {
279 if(collision_squished(*player)) {
284 if(player->is_stone()) {
285 collision_solid(hit);
289 return collision_player(*player, hit);
292 Bullet* bullet = dynamic_cast<Bullet*> (&other);
294 return collision_bullet(*bullet, hit);
300 BadGuy::collision_solid(const CollisionHit& hit)
302 physic.set_velocity_x(0);
303 physic.set_velocity_y(0);
304 update_on_ground_flag(hit);
308 BadGuy::collision_player(Player& player, const CollisionHit& )
310 if(player.is_invincible()) {
315 //TODO: unfreeze timer
325 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
331 BadGuy::collision_squished(GameObject& object)
333 // frozen badguys can be killed with butt-jump
336 Player* player = dynamic_cast<Player*>(&object);
337 if(player && (player->does_buttjump)) {
338 player->bounce(*this);
339 kill_fall();//TODO: shatter frozen badguys
347 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
350 if(bullet.get_type() == FIRE_BONUS) {
351 // fire bullet thaws frozen badguys
356 // other bullets ricochet
357 bullet.ricochet(*this, hit);
361 else if (is_ignited()) {
362 if(bullet.get_type() == ICE_BONUS) {
363 // ice bullets extinguish ignited badguys
368 // other bullets are absorbed by ignited badguys
373 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
374 // fire bullets ignite flammable badguys
379 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
380 // ice bullets freeze freezable badguys
386 // in all other cases, bullets ricochet
387 bullet.ricochet(*this, hit);
393 BadGuy::kill_squished(GameObject& object)
395 if (!is_active()) return;
397 SoundManager::current()->play("sounds/squish.wav", get_pos());
398 physic.enable_gravity(true);
399 physic.set_velocity_x(0);
400 physic.set_velocity_y(0);
401 set_state(STATE_SQUISHED);
402 set_group(COLGROUP_MOVING_ONLY_STATIC);
403 Player* player = dynamic_cast<Player*>(&object);
405 player->bounce(*this);
415 if (!is_active()) return;
417 SoundManager::current()->play("sounds/fall.wav", get_pos());
418 physic.set_velocity_y(0);
419 physic.set_acceleration_y(0);
420 physic.enable_gravity(true);
421 set_state(STATE_FALLING);
423 // Set the badguy layer to be the foremost, so that
424 // this does not reveal secret tilemaps:
425 layer = Sector::current()->get_foremost_layer() + 1;
432 BadGuy::run_dead_script()
435 Sector::current()->get_level()->stats.badguys++;
440 if(dead_script != "") {
441 std::istringstream stream(dead_script);
442 Sector::current()->run_script(stream, "dead-script");
447 BadGuy::set_state(State state_)
449 if(this->state == state_)
452 State laststate = this->state;
453 this->state = state_;
456 state_timer.start(SQUISH_TIME);
459 set_group(colgroup_active);
460 //bbox.set_pos(start_position);
463 // was the badguy dead anyway?
464 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
467 set_group(COLGROUP_DISABLED);
470 set_group(COLGROUP_DISABLED);
478 BadGuy::is_offscreen()
480 Player* player = get_nearest_player();
481 if (!player) return false;
482 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
483 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
484 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
485 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
492 BadGuy::try_activate()
494 // Don't activate if player is dying
495 Player* player = get_nearest_player();
498 if (!is_offscreen()) {
499 set_state(STATE_ACTIVE);
500 if (!is_initialized) {
502 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
503 if (start_dir == AUTO) {
504 Player* player_ = get_nearest_player();
505 if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
513 is_initialized = true;
520 BadGuy::might_fall(int height)
522 // make sure we check for at least a 1-pixel fall
527 float y1 = bbox.p2.y + 1;
528 float y2 = bbox.p2.y + 1 + height;
536 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
540 BadGuy::get_nearest_player()
542 return Sector::current()->get_nearest_player (this->get_bbox ());
546 BadGuy::update_on_ground_flag(const CollisionHit& hit)
549 on_ground_flag = true;
550 floor_normal = hit.slope_normal;
557 return on_ground_flag;
563 return is_active_flag;
567 BadGuy::get_floor_normal()
575 set_group(COLGROUP_MOVING_STATIC);
578 if(sprite->has_action("iced-left"))
579 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
580 // when no iced action exists, default to shading badguy blue
583 sprite->set_color(Color(0.60, 0.72, 0.88f));
584 sprite->stop_animation();
591 set_group(colgroup_active);
594 // restore original color if needed
595 if(!sprite->has_action("iced-left"))
597 sprite->set_color(Color(1.00, 1.00, 1.00f));
598 sprite->set_animation_loops();
603 BadGuy::is_freezable() const
609 BadGuy::is_frozen() const
626 BadGuy::is_flammable() const
632 BadGuy::is_ignited() const
638 BadGuy::set_colgroup_active(CollisionGroup group_)
640 this->colgroup_active = group_;
641 if (state == STATE_ACTIVE) set_group(group_);