3 // Zeekling - flyer that swoops down when she spots the player
4 // Copyright (C) 2005 Matthias Braun <matze@braunis.de>
5 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License
9 // as published by the Free Software Foundation; either version 2
10 // of the License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
24 #include "zeekling.hpp"
28 #include "random_generator.hpp"
29 #include "lisp/writer.hpp"
30 #include "object_factory.hpp"
31 #include "object/player.hpp"
32 #include "sprite/sprite.hpp"
34 Zeekling::Zeekling(const lisp::Lisp& reader)
35 : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
38 speed = systemRandom.rand(130, 171);
39 physic.enable_gravity(false);
42 Zeekling::Zeekling(const Vector& pos, Direction d)
43 : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
46 speed = systemRandom.rand(130, 171);
47 physic.enable_gravity(false);
51 Zeekling::write(lisp::Writer& writer)
53 writer.start_list("zeekling");
55 writer.write("x", start_position.x);
56 writer.write("y", start_position.y);
58 writer.end_list("zeekling");
62 Zeekling::initialize()
64 physic.set_velocity_x(dir == LEFT ? -speed : speed);
65 sprite->set_action(dir == LEFT ? "left" : "right");
69 Zeekling::collision_squished(GameObject& object)
71 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
72 kill_squished(object);
78 Zeekling::onBumpHorizontal() {
79 if (state == FLYING) {
80 dir = (dir == LEFT ? RIGHT : LEFT);
81 sprite->set_action(dir == LEFT ? "left" : "right");
82 physic.set_velocity_x(dir == LEFT ? -speed : speed);
84 if (state == DIVING) {
85 dir = (dir == LEFT ? RIGHT : LEFT);
87 sprite->set_action(dir == LEFT ? "left" : "right");
88 physic.set_velocity_x(dir == LEFT ? -speed : speed);
89 physic.set_velocity_y(0);
91 if (state == CLIMBING) {
92 dir = (dir == LEFT ? RIGHT : LEFT);
93 sprite->set_action(dir == LEFT ? "left" : "right");
94 physic.set_velocity_x(dir == LEFT ? -speed : speed);
101 Zeekling::onBumpVertical() {
102 if (state == FLYING) {
103 physic.set_velocity_y(0);
105 if (state == DIVING) {
107 physic.set_velocity_y(-speed);
108 sprite->set_action(dir == LEFT ? "left" : "right");
110 if (state == CLIMBING) {
112 physic.set_velocity_y(0);
117 Zeekling::collision_solid(const CollisionHit& hit)
119 if(hit.top || hit.bottom) {
121 } else if(hit.left || hit.right) {
127 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
130 Zeekling::should_we_dive() {
132 const MovingObject* player = this->get_nearest_player();
133 if (player && last_player && (player == last_player)) {
135 // get positions, calculate movement
136 const Vector player_pos = player->get_pos();
137 const Vector player_mov = (player_pos - last_player_pos);
138 const Vector self_pos = this->get_pos();
139 const Vector self_mov = (self_pos - last_self_pos);
141 // new vertical speed to test with
142 float vy = 2*fabsf(self_mov.x);
144 // do not dive if we are not above the player
145 float height = player_pos.y - self_pos.y;
146 if (height <= 0) return false;
148 // do not dive if we are too far above the player
149 if (height > 512) return false;
151 // do not dive if we would not descend faster than the player
152 float relSpeed = vy - player_mov.y;
153 if (relSpeed <= 0) return false;
155 // guess number of frames to descend to same height as player
156 float estFrames = height / relSpeed;
158 // guess where the player would be at this time
159 float estPx = (player_pos.x + (estFrames * player_mov.x));
161 // guess where we would be at this time
162 float estBx = (self_pos.x + (estFrames * self_mov.x));
164 // near misses are OK, too
165 if (fabsf(estPx - estBx) < 8) return true;
168 // update last player tracked, as well as our positions
169 last_player = player;
171 last_player_pos = player->get_pos();
172 last_self_pos = this->get_pos();
179 Zeekling::active_update(float elapsed_time) {
180 if (state == FLYING) {
181 if (should_we_dive()) {
183 physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
184 sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
186 BadGuy::active_update(elapsed_time);
188 } else if (state == DIVING) {
189 BadGuy::active_update(elapsed_time);
191 } else if (state == CLIMBING) {
192 // stop climbing when we're back at initial height
193 if (get_pos().y <= start_position.y) {
195 physic.set_velocity_y(0);
197 BadGuy::active_update(elapsed_time);
204 IMPLEMENT_FACTORY(Zeekling, "zeekling")