4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "object/camera.hpp"
23 #include "object/tilemap.hpp"
25 #include "statistics.hpp"
26 #include "game_session.hpp"
29 #include "object/bullet.hpp"
32 static const float SQUISH_TIME = 2;
33 static const float X_OFFSCREEN_DISTANCE = 1600;
34 static const float Y_OFFSCREEN_DISTANCE = 1200;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
37 : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
39 start_position = bbox.p1;
41 sound_manager->preload("sounds/squish.wav");
42 sound_manager->preload("sounds/fall.wav");
45 BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
46 : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
48 start_position = bbox.p1;
50 sound_manager->preload("sounds/squish.wav");
51 sound_manager->preload("sounds/fall.wav");
55 BadGuy::draw(DrawingContext& context)
59 if(state == STATE_INIT || state == STATE_INACTIVE)
61 if(state == STATE_FALLING) {
62 DrawingEffect old_effect = context.get_drawing_effect();
63 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
64 sprite->draw(context, get_pos(), layer);
65 context.set_drawing_effect(old_effect);
67 sprite->draw(context, get_pos(), layer);
72 BadGuy::update(float elapsed_time)
74 if(!Sector::current()->inside(bbox)) {
79 if (state == STATE_ACTIVE) deactivate();
80 set_state(STATE_INACTIVE);
85 active_update(elapsed_time);
89 inactive_update(elapsed_time);
93 if(state_timer.check()) {
97 movement = physic.get_movement(elapsed_time);
100 movement = physic.get_movement(elapsed_time);
116 BadGuy::save(lisp::Writer& )
118 log_warning << "tried to write out a generic badguy" << std::endl;
122 BadGuy::active_update(float elapsed_time)
124 movement = physic.get_movement(elapsed_time);
128 BadGuy::inactive_update(float )
133 BadGuy::collision_tile(uint32_t tile_attributes)
135 if(tile_attributes & Tile::HURTS)
140 BadGuy::collision(GameObject& other, const CollisionHit& hit)
147 if(other.get_flags() & FLAG_SOLID)
148 return collision_solid(other, hit);
150 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
151 if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
152 return collision_badguy(*badguy, hit);
154 Player* player = dynamic_cast<Player*> (&other);
156 return collision_player(*player, hit);
158 Bullet* bullet = dynamic_cast<Bullet*> (&other);
160 return collision_bullet(*bullet, hit);
165 if(other.get_flags() & FLAG_SOLID)
176 BadGuy::collision_solid(GameObject& , const CollisionHit& )
182 BadGuy::collision_player(Player& player, const CollisionHit& )
185 printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
187 player.get_movement().x, player.get_movement().y,
188 get_movement().x, get_movement().y,
189 hit.normal.x, hit.normal.y);
193 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
194 // if it's not possible to squish us, then this will hurt
195 if(collision_squished(player))
199 if(player.is_invincible()) {
209 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
215 BadGuy::collision_squished(Player& )
221 BadGuy::collision_bullet(Bullet& , const CollisionHit& )
228 BadGuy::kill_squished(Player& player)
230 sound_manager->play("sounds/squish.wav", get_pos());
231 physic.enable_gravity(true);
232 physic.set_velocity_x(0);
233 physic.set_velocity_y(0);
234 set_state(STATE_SQUISHED);
235 set_group(COLGROUP_MOVING_ONLY_STATIC);
236 if (countMe) Sector::current()->get_level()->stats.badguys++;
237 player.bounce(*this);
243 sound_manager->play("sounds/fall.wav", get_pos());
244 if (countMe) Sector::current()->get_level()->stats.badguys++;
245 physic.set_velocity_y(0);
246 physic.enable_gravity(true);
247 set_state(STATE_FALLING);
251 BadGuy::set_state(State state)
253 if(this->state == state)
256 State laststate = this->state;
260 state_timer.start(SQUISH_TIME);
263 set_group(COLGROUP_MOVING);
264 bbox.set_pos(start_position);
267 // was the badguy dead anyway?
268 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
271 set_group(COLGROUP_DISABLED);
274 set_group(COLGROUP_DISABLED);
282 BadGuy::is_offscreen()
284 float scroll_x = Sector::current()->camera->get_translation().x;
285 float scroll_y = Sector::current()->camera->get_translation().y;
287 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
288 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
289 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
290 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
297 BadGuy::try_activate()
299 float scroll_x = Sector::current()->camera->get_translation().x;
300 float scroll_y = Sector::current()->camera->get_translation().y;
302 /* Activate badguys if they're just around the screen to avoid
303 * the effect of having badguys suddenly popping up from nowhere.
305 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
306 start_position.x < scroll_x - bbox.get_width() &&
307 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
308 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
310 set_state(STATE_ACTIVE);
312 } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
313 start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
314 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
315 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
317 set_state(STATE_ACTIVE);
319 } else if(state == STATE_INIT
320 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
321 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
322 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
323 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
325 set_state(STATE_ACTIVE);
331 BadGuy::might_fall(int height)
333 // make sure we check for at least a 1-pixel fall
338 float y1 = bbox.p2.y + 1;
339 float y2 = bbox.p2.y + 1 + height;
347 return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
351 BadGuy::get_nearest_player()
353 // FIXME: does not really return nearest player
355 std::vector<Player*> players = Sector::current()->get_players();
356 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
357 Player* player = *playerIter;