fixed setup.cpp not finding correct data path
[supertux.git] / src / badguy / badguy.cpp
1 #include <config.h>
2
3 #include "badguy.h"
4 #include "object/camera.h"
5
6 static const float SQUISH_TIME = 2;
7 static const float X_OFFSCREEN_DISTANCE = 1600;
8 static const float Y_OFFSCREEN_DISTANCE = 1200;
9
10 BadGuy::BadGuy()
11   : sprite(0), dir(LEFT), state(STATE_INIT)
12 {
13   hitpoints = 1;
14 }
15
16 BadGuy::~BadGuy()
17 {
18   delete sprite;
19 }
20
21 void
22 BadGuy::draw(DrawingContext& context)
23 {
24   if(!sprite)
25     return;
26   if(state == STATE_INIT || state == STATE_INACTIVE)
27     return;
28   if(state == STATE_FALLING) {
29     sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
30   } else {
31     sprite->draw(context, get_pos(), LAYER_OBJECTS);
32   }
33 }
34
35 void
36 BadGuy::action(float elapsed_time)
37 {
38   if(!Sector::current()->inside(bbox)) {
39     remove_me();
40     return;
41   }
42   if(is_offscreen()) {
43     set_state(STATE_INACTIVE);
44   }
45   
46   switch(state) {
47     case STATE_ACTIVE:
48       active_action(elapsed_time);
49       break;
50     case STATE_INIT:
51     case STATE_INACTIVE:
52       inactive_action(elapsed_time);
53       try_activate();
54       break;
55     case STATE_SQUISHED:
56       if(state_timer.check()) {
57         remove_me();
58         break;
59       }
60       movement = physic.get_movement(elapsed_time);
61       break;
62     case STATE_FALLING:
63       movement = physic.get_movement(elapsed_time);
64       break;
65   }
66 }
67
68 void
69 BadGuy::activate()
70 {
71 }
72
73 void
74 BadGuy::deactivate()
75 {
76 }
77
78 void
79 BadGuy::active_action(float elapsed_time)
80 {
81   movement = physic.get_movement(elapsed_time);
82 }
83
84 void
85 BadGuy::inactive_action(float )
86 {
87 }
88
89 HitResponse
90 BadGuy::collision(GameObject& other, const CollisionHit& hit)
91 {
92   switch(state) {
93     case STATE_INIT:
94     case STATE_INACTIVE:
95       return ABORT_MOVE;
96     case STATE_ACTIVE: {
97       if(other.get_flags() & FLAG_SOLID)
98         return collision_solid(other, hit);
99
100       BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
101       if(badguy && badguy->state == STATE_ACTIVE)
102         return collision_badguy(*badguy, hit);
103
104       Player* player = dynamic_cast<Player*> (&other);
105       if(player)
106         return collision_player(*player, hit);
107
108       return FORCE_MOVE;
109     }
110     case STATE_SQUISHED:
111       if(other.get_flags() & FLAG_SOLID)
112         return CONTINUE;
113       return FORCE_MOVE;
114     case STATE_FALLING:
115       return FORCE_MOVE;
116   }
117
118   return ABORT_MOVE;
119 }
120
121 HitResponse
122 BadGuy::collision_solid(GameObject& , const CollisionHit& )
123 {
124   return FORCE_MOVE;
125 }
126
127 HitResponse
128 BadGuy::collision_player(Player& player, const CollisionHit& hit)
129 {
130   if(player.is_invincible()) {
131     kill_fall();
132     return ABORT_MOVE;
133   }
134   if(hit.normal.y > .9) {
135     //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
136     //      give badguys some invincible time (prevent them from being hit multiple times)
137     //      use hitpoints also when hit by fireball or invincible tux
138     hitpoints--;
139     if(collision_squished(player))
140       return ABORT_MOVE;
141     else if (hitpoints <= 0) {
142       player.kill(Player::SHRINK);
143       return FORCE_MOVE;
144     }
145   }
146   player.kill(Player::SHRINK);
147   return FORCE_MOVE;
148 }
149
150 HitResponse
151 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
152 {
153   return FORCE_MOVE;
154 }
155
156 bool
157 BadGuy::collision_squished(Player& )
158 {
159   return false;
160 }
161
162 void
163 BadGuy::kill_squished(Player& player)
164 {
165   SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
166       player.get_pos());
167   physic.enable_gravity(true);
168   physic.set_velocity_x(0);
169   physic.set_velocity_y(0);
170   set_state(STATE_SQUISHED);
171   player.bounce(*this);
172 }
173
174 void
175 BadGuy::kill_fall()
176 {
177   SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
178       Sector::current()->player->get_pos());
179   physic.set_velocity_y(0);
180   physic.enable_gravity(true);
181   set_state(STATE_FALLING);
182 }
183
184 void
185 BadGuy::set_state(State state)
186 {
187   if(this->state == state)
188     return;
189
190   State laststate = this->state;
191   this->state = state;
192   switch(state) {
193     case STATE_SQUISHED:
194       state_timer.start(SQUISH_TIME);
195       break;
196     case STATE_ACTIVE:
197       flags &= ~FLAG_NO_COLLDET;
198       bbox.set_pos(start_position);
199       break;
200     case STATE_INACTIVE:
201       // was the badguy dead anyway?
202       if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
203         remove_me();
204       }
205       flags |= FLAG_NO_COLLDET;
206       break;
207     case STATE_FALLING:
208       flags |= FLAG_NO_COLLDET;
209       break;
210     default:
211       break;
212   }
213 }
214
215 bool
216 BadGuy::is_offscreen()
217 {
218   float scroll_x = Sector::current()->camera->get_translation().x;
219   float scroll_y = Sector::current()->camera->get_translation().y;
220      
221   if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
222       || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
223       || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
224       || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
225     return true;
226
227   return false;
228 }
229
230 void
231 BadGuy::try_activate()
232 {
233   float scroll_x = Sector::current()->camera->get_translation().x;
234   float scroll_y = Sector::current()->camera->get_translation().y;
235
236   /* Activate badguys if they're just around the screen to avoid
237    * the effect of having badguys suddenly popping up from nowhere.
238    */
239   if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
240       start_position.x < scroll_x - bbox.get_width() &&
241       start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
242       start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
243     dir = RIGHT;
244     set_state(STATE_ACTIVE);
245     activate();
246   } else if (start_position.x > scroll_x &&
247       start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
248       start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
249       start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
250     dir = LEFT;
251     set_state(STATE_ACTIVE);
252     activate();
253   } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
254       start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
255       ((start_position.y > scroll_y &&
256         start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
257        (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
258         start_position.y < scroll_y))) {
259     dir = start_position.x < scroll_x ? RIGHT : LEFT;
260     set_state(STATE_ACTIVE);
261     activate();
262   } else if(state == STATE_INIT
263       && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
264       && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
265       && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
266       && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
267     dir = LEFT;
268     set_state(STATE_ACTIVE);
269     activate();
270   } 
271 }