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"
28 static const float SQUISH_TIME = 2;
30 static const float X_OFFSCREEN_DISTANCE = 1600;
31 static const float Y_OFFSCREEN_DISTANCE = 1200;
33 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
34 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
37 is_initialized(false),
47 on_ground_flag(false),
49 colgroup_active(COLGROUP_MOVING)
51 start_position = bbox.p1;
53 sound_manager->preload("sounds/squish.wav");
54 sound_manager->preload("sounds/fall.wav");
56 dir = (start_dir == AUTO) ? LEFT : start_dir;
59 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
60 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
63 is_initialized(false),
73 on_ground_flag(false),
75 colgroup_active(COLGROUP_MOVING)
77 start_position = bbox.p1;
79 sound_manager->preload("sounds/squish.wav");
80 sound_manager->preload("sounds/fall.wav");
82 dir = (start_dir == AUTO) ? LEFT : start_dir;
85 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
86 MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
89 is_initialized(false),
99 on_ground_flag(false),
101 colgroup_active(COLGROUP_MOVING)
103 start_position = bbox.p1;
105 std::string dir_str = "auto";
106 reader.get("direction", dir_str);
107 start_dir = str2dir( dir_str );
110 reader.get("dead-script", dead_script);
112 sound_manager->preload("sounds/squish.wav");
113 sound_manager->preload("sounds/fall.wav");
115 dir = (start_dir == AUTO) ? LEFT : start_dir;
119 BadGuy::draw(DrawingContext& context)
123 if(state == STATE_INIT || state == STATE_INACTIVE)
125 if(state == STATE_FALLING) {
126 DrawingEffect old_effect = context.get_drawing_effect();
127 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
128 sprite->draw(context, get_pos(), layer);
129 context.set_drawing_effect(old_effect);
131 sprite->draw(context, get_pos(), layer);
136 BadGuy::update(float elapsed_time)
138 if(!Sector::current()->inside(bbox)) {
139 is_active_flag = false;
143 if ((state != STATE_INACTIVE) && is_offscreen()) {
144 if (state == STATE_ACTIVE) deactivate();
145 set_state(STATE_INACTIVE);
150 is_active_flag = true;
151 active_update(elapsed_time);
155 is_active_flag = false;
156 inactive_update(elapsed_time);
160 is_active_flag = false;
161 if(state_timer.check()) {
165 movement = physic.get_movement(elapsed_time);
168 is_active_flag = false;
169 movement = physic.get_movement(elapsed_time);
173 on_ground_flag = false;
177 BadGuy::str2dir( std::string dir_str )
179 if( dir_str == "auto" )
181 if( dir_str == "left" )
183 if( dir_str == "right" )
187 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
207 BadGuy::active_update(float elapsed_time)
209 movement = physic.get_movement(elapsed_time);
213 BadGuy::inactive_update(float )
218 BadGuy::collision_tile(uint32_t tile_attributes)
220 if(tile_attributes & Tile::HURTS) {
221 if (tile_attributes & Tile::FIRE) {
222 if (is_flammable()) ignite();
224 else if (tile_attributes & Tile::ICE) {
225 if (is_freezable()) freeze();
234 BadGuy::collision(GameObject& other, const CollisionHit& hit)
236 if (!is_active()) return ABORT_MOVE;
238 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
239 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
242 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
243 if(collision_squished(*badguy)) {
248 return collision_badguy(*badguy, hit);
251 Player* player = dynamic_cast<Player*> (&other);
255 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
256 if(collision_squished(*player)) {
261 return collision_player(*player, hit);
264 Bullet* bullet = dynamic_cast<Bullet*> (&other);
266 return collision_bullet(*bullet, hit);
272 BadGuy::collision_solid(const CollisionHit& hit)
274 physic.set_velocity_x(0);
275 physic.set_velocity_y(0);
276 update_on_ground_flag(hit);
280 BadGuy::collision_player(Player& player, const CollisionHit& )
282 if(player.is_invincible()) {
294 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
300 BadGuy::collision_squished(GameObject& )
306 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
309 if(bullet.get_type() == FIRE_BONUS) {
310 // fire bullet thaws frozen badguys
315 // other bullets ricochet
316 bullet.ricochet(*this, hit);
320 else if (is_ignited()) {
321 if(bullet.get_type() == ICE_BONUS) {
322 // ice bullets extinguish ignited badguys
327 // other bullets are absorbed by ignited badguys
332 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
333 // fire bullets ignite flammable badguys
338 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
339 // ice bullets freeze freezable badguys
345 // in all other cases, bullets ricochet
346 bullet.ricochet(*this, hit);
352 BadGuy::kill_squished(GameObject& object)
354 sound_manager->play("sounds/squish.wav", get_pos());
355 physic.enable_gravity(true);
356 physic.set_velocity_x(0);
357 physic.set_velocity_y(0);
358 set_state(STATE_SQUISHED);
359 set_group(COLGROUP_MOVING_ONLY_STATIC);
360 Player* player = dynamic_cast<Player*>(&object);
362 player->bounce(*this);
372 sound_manager->play("sounds/fall.wav", get_pos());
373 physic.set_velocity_y(0);
374 physic.set_acceleration_y(0);
375 physic.enable_gravity(true);
376 set_state(STATE_FALLING);
383 BadGuy::run_dead_script()
386 Sector::current()->get_level()->stats.badguys++;
391 if(dead_script != "") {
392 std::istringstream stream(dead_script);
393 Sector::current()->run_script(stream, "dead-script");
398 BadGuy::set_state(State state)
400 if(this->state == state)
403 State laststate = this->state;
407 state_timer.start(SQUISH_TIME);
410 set_group(colgroup_active);
411 //bbox.set_pos(start_position);
414 // was the badguy dead anyway?
415 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
418 set_group(COLGROUP_DISABLED);
421 set_group(COLGROUP_DISABLED);
429 BadGuy::is_offscreen()
431 Player* player = get_nearest_player();
432 if (!player) return false;
433 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
434 if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) {
441 BadGuy::try_activate()
443 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
444 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
445 Player* player = get_nearest_player();
447 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
448 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
449 set_state(STATE_ACTIVE);
450 if (!is_initialized) {
452 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
453 if (start_dir == AUTO) {
454 Player* player = get_nearest_player();
455 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
463 is_initialized = true;
470 BadGuy::might_fall(int height)
472 // make sure we check for at least a 1-pixel fall
477 float y1 = bbox.p2.y + 1;
478 float y2 = bbox.p2.y + 1 + height;
486 return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2));
490 BadGuy::get_nearest_player()
492 // FIXME: does not really return nearest player
494 std::vector<Player*> players = Sector::current()->get_players();
495 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
496 Player* player = *playerIter;
497 if (player->is_dying() || player->is_dead()) continue;
505 BadGuy::update_on_ground_flag(const CollisionHit& hit)
508 on_ground_flag = true;
509 floor_normal = hit.slope_normal;
516 return on_ground_flag;
522 return is_active_flag;
526 BadGuy::get_floor_normal()
534 set_group(COLGROUP_MOVING_STATIC);
541 set_group(colgroup_active);
546 BadGuy::is_freezable() const
552 BadGuy::is_frozen() const
569 BadGuy::is_flammable() const
575 BadGuy::is_ignited() const
581 BadGuy::set_colgroup_active(CollisionGroup group)
583 this->colgroup_active = group;
584 if (state == STATE_ACTIVE) set_group(group);