2 // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.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 "object/ispy.hpp"
19 #include "object/player.hpp"
20 #include "object/tilemap.hpp"
21 #include "sprite/sprite.hpp"
22 #include "supertux/object_factory.hpp"
23 #include "supertux/sector.hpp"
24 #include "supertux/tile.hpp"
26 Ispy::Ispy(const Reader& reader) :
27 MovingSprite(reader, "images/objects/ispy/ispy.sprite", LAYER_TILES+5, COLGROUP_DISABLED),
28 state(ISPYSTATE_IDLE),
32 // read script to execute
33 reader.get("script", script);
35 // read direction to face in
37 bool facing_down = false;
38 reader.get("direction", dir_str);
39 if( dir_str == "left" ) dir = LEFT;
40 if( dir_str == "right" ) dir = RIGHT;
41 reader.get("facing-down", facing_down);
42 if (facing_down) dir = DOWN;
43 if (dir == AUTO) log_warning << "Setting an Ispy's direction to AUTO is no good idea" << std::endl;
45 // set initial sprite action
46 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
50 Ispy::collision(GameObject& , const CollisionHit& )
56 Ispy::line_intersects_line(Vector line1_start, Vector line1_end, Vector line2_start, Vector line2_end) {
57 // Adapted from Striker, (C) 1999 Joris van der Hoeven, GPL
59 float a1 = line1_start.x, b1 = line1_start.y, a2 = line1_end.x, b2 = line1_end.y;
60 float c1 = line2_start.x, d1 = line2_start.y, c2 = line2_end.x, d2 = line2_end.y;
62 float num = (b2-b1)*(c2-c1) - (a2-a1)*(d2-d1);
63 float den1 = (d2-b2)*(c1-c2) + (a2-c2)*(d1-d2);
64 float den2 = (d2-b2)*(a1-a2) + (a2-c2)*(b1-b2);
66 // normalize to positive numerator
73 // numerator is zero -> Check for parallel or coinciding lines
75 if ((b1-b2)*(c1-a2) != (a1-a2)*(d1-b2)) return false;
82 if (a1 > a2) std::swap(a1, a2);
83 if (c1 > c2) std::swap(c1, c2);
84 return ((a1 <= c2) && (a2 >= c1));
88 return (den1>=0) && (den1<=num) && (den2>=0) && (den2<=num);
93 Ispy::intersects_line(Rect r, Vector line_start, Vector line_end)
96 Vector p2 = Vector(r.p2.x, r.p1.y);
98 Vector p4 = Vector(r.p1.x, r.p2.y);
99 if (line_intersects_line(p1, p2, line_start, line_end)) return true;
100 if (line_intersects_line(p2, p3, line_start, line_end)) return true;
101 if (line_intersects_line(p3, p4, line_start, line_end)) return true;
102 if (line_intersects_line(p4, p1, line_start, line_end)) return true;
107 Ispy::free_line_of_sight(Vector line_start, Vector line_end, const MovingObject* ignore_object)
110 // check if no tile is in the way
111 float lsx = std::min(line_start.x, line_end.x);
112 float lex = std::max(line_start.x, line_end.x);
113 float lsy = std::min(line_start.y, line_end.y);
114 float ley = std::max(line_start.y, line_end.y);
115 std::list<TileMap*> solid_tilemaps = Sector::current()->solid_tilemaps;
116 for (float test_x = lsx; test_x <= lex; test_x += 16) {
117 for (float test_y = lsy; test_y <= ley; test_y += 16) {
118 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
119 TileMap* solids = *i;
120 const Tile* tile = solids->get_tile_at(Vector(test_x, test_y));
122 // FIXME: check collision with slope tiles
123 if((tile->getAttributes() & Tile::SOLID)) return false;
128 // check if no object is in the way
129 using namespace collision;
130 Sector::MovingObjects& moving_objects = Sector::current()->moving_objects;
131 for(Sector::MovingObjects::const_iterator i = moving_objects.begin();
132 i != moving_objects.end(); ++i) {
133 const MovingObject* moving_object = *i;
134 if (moving_object == ignore_object) continue;
135 if (!moving_object->is_valid()) continue;
136 if ((moving_object->get_group() == COLGROUP_MOVING)
137 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
138 || (moving_object->get_group() == COLGROUP_STATIC)) {
139 if(intersects_line(moving_object->get_bbox(), line_start, line_end)) return false;
150 if (state == ISPYSTATE_IDLE) {
151 // check if a player has been spotted
152 bool playerSpotted = false;
153 std::vector<Player*> players = Sector::current()->get_players();
154 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
155 Player* player = *playerIter;
157 Vector eye = get_bbox().get_middle();
158 if (dir == LEFT) eye = Vector(get_bbox().p1.x, get_bbox().get_middle().y);
159 if (dir == RIGHT) eye = Vector(get_bbox().p2.x, get_bbox().get_middle().y);
160 if (dir == UP) eye = Vector(get_bbox().get_middle().x, get_bbox().p1.y);
161 if (dir == DOWN) eye = Vector(get_bbox().get_middle().x, get_bbox().p2.y);
163 // test for free line of sight to any of all four corners and the middle of a player's bounding box
164 if (free_line_of_sight(eye, player->get_bbox().p1, player)) playerSpotted = true;
165 if (free_line_of_sight(eye, Vector(player->get_bbox().p2.x, player->get_bbox().p1.y), player)) playerSpotted = true;
166 if (free_line_of_sight(eye, player->get_bbox().p2, player)) playerSpotted = true;
167 if (free_line_of_sight(eye, Vector(player->get_bbox().p1.x, player->get_bbox().p2.y), player)) playerSpotted = true;
168 if (free_line_of_sight(eye, player->get_bbox().get_middle(), player)) playerSpotted = true;
172 sprite->set_action((dir == DOWN) ? "alert-down" : ((dir == LEFT) ? "alert-left" : "alert-right"), 1);
173 state = ISPYSTATE_ALERT;
175 std::istringstream stream(script);
176 Sector::current()->run_script(stream, "Ispy");
179 if (state == ISPYSTATE_ALERT) {
180 if (sprite->animation_done()) {
181 sprite->set_action((dir == DOWN) ? "hiding-down" : ((dir == LEFT) ? "hiding-left" : "hiding-right"), 1);
182 state = ISPYSTATE_HIDING;
185 if (state == ISPYSTATE_HIDING) {
186 if (sprite->animation_done()) {
187 sprite->set_action((dir == DOWN) ? "showing-down" : ((dir == LEFT) ? "showing-left" : "showing-right"), 1);
188 state = ISPYSTATE_SHOWING;
191 if (state == ISPYSTATE_SHOWING) {
192 if (sprite->animation_done()) {
193 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
194 state = ISPYSTATE_IDLE;
199 IMPLEMENT_FACTORY(Ispy, "ispy");