Messaging subsystem rewrite, step I
[supertux.git] / src / badguy / badguy.cpp
index d96ca3b..4290404 100644 (file)
@@ -1,17 +1,40 @@
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
 #include <config.h>
 
-#include "badguy.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+#include "statistics.hpp"
+#include "game_session.hpp"
+#include "msg.hpp"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : sprite(0), dir(LEFT), state(STATE_INIT)
+  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
 {
-  //TODO: Count fireball hits separately so you can make badguys need more fireballs than jumps
-  hitpoints = 1;
+  set_group(COLGROUP_DISABLED);
 }
 
 BadGuy::~BadGuy()
@@ -27,14 +50,17 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
   if(state == STATE_FALLING) {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+    DrawingEffect old_effect = context.get_drawing_effect();
+    context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    context.set_drawing_effect(old_effect);
   } else {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }
 }
 
 void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
 {
   if(!Sector::current()->inside(bbox)) {
     remove_me();
@@ -46,11 +72,11 @@ BadGuy::action(float elapsed_time)
   
   switch(state) {
     case STATE_ACTIVE:
-      active_action(elapsed_time);
+      active_update(elapsed_time);
       break;
     case STATE_INIT:
     case STATE_INACTIVE:
-      inactive_action(elapsed_time);
+      inactive_update(elapsed_time);
       try_activate();
       break;
     case STATE_SQUISHED:
@@ -77,16 +103,29 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::active_action(float elapsed_time)
+BadGuy::save(lisp::Writer& )
+{
+       msg_warning << "tried to write out a generic badguy" << std::endl;
+}
+
+void
+BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
 }
 
 void
-BadGuy::inactive_action(float )
+BadGuy::inactive_update(float )
 {
 }
 
+void
+BadGuy::collision_tile(uint32_t tile_attributes)
+{
+  if(tile_attributes & Tile::HURTS)
+    kill_fall();
+}
+
 HitResponse
 BadGuy::collision(GameObject& other, const CollisionHit& hit)
 {
@@ -132,17 +171,21 @@ BadGuy::collision_player(Player& player, const CollisionHit& hit)
     kill_fall();
     return ABORT_MOVE;
   }
-  if(hit.normal.y > .9) {
-    //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
-    //      give badguys some invincible time (prevent them from being hit multiple times)
-    hitpoints--;
+
+  printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
+          game_time,
+          player.get_movement().x, player.get_movement().y,
+          get_movement().x, get_movement().y,
+          hit.normal.x, hit.normal.y);
+  // hit from above?
+  if(player.get_movement().y /*- get_movement().y*/ > 0 
+          && player.get_bbox().p2.y <
+      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+    // if it's not possible to squish us, then this will hurt
     if(collision_squished(player))
       return ABORT_MOVE;
-    else if (hitpoints <= 0) {
-      player.kill(Player::SHRINK);
-      return FORCE_MOVE;
-    }
   }
+
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
 }
@@ -162,26 +205,24 @@ BadGuy::collision_squished(Player& )
 void
 BadGuy::kill_squished(Player& player)
 {
-  SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
-      player.get_pos());
+  sound_manager->play("sounds/squish.wav", get_pos());
   physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
+  set_group(COLGROUP_MOVING_ONLY_STATIC);
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   player.bounce(*this);
 }
 
 void
 BadGuy::kill_fall()
 {
-  hitpoints--;
-  if (hitpoints <= 0) {
-    SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
-       Sector::current()->player->get_pos());
-    physic.set_velocity_y(0);
-    physic.enable_gravity(true);
-    set_state(STATE_FALLING);
-  }
+  sound_manager->play("sounds/fall.wav", get_pos());
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+  physic.set_velocity_y(0);
+  physic.enable_gravity(true);
+  set_state(STATE_FALLING);
 }
 
 void
@@ -197,7 +238,7 @@ BadGuy::set_state(State state)
       state_timer.start(SQUISH_TIME);
       break;
     case STATE_ACTIVE:
-      flags &= ~FLAG_NO_COLLDET;
+      set_group(COLGROUP_MOVING);
       bbox.set_pos(start_position);
       break;
     case STATE_INACTIVE:
@@ -205,10 +246,10 @@ BadGuy::set_state(State state)
       if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
         remove_me();
       }
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
       break;
     case STATE_FALLING:
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
       break;
     default:
       break;
@@ -272,3 +313,58 @@ BadGuy::try_activate()
     activate();
   } 
 }
+
+bool
+BadGuy::may_fall_off_platform()
+{
+  int tile_x, tile_y;
+  // First, let's say the badguy moves 32 units in the
+  // direction it's heading, so do some voodoo maths magic
+  // to determine its future position.
+  Vector pos;
+  if (dir == LEFT)
+    pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
+  else
+    pos = Vector(bbox.p2.x, bbox.p2.y);
+
+  // Now, snap the badguy's X coordinate to the 32x32/cell grid.
+  if (dir == LEFT) // use the ceiling
+    tile_x = (int)ceilf(pos.x/32.0f);
+  else // use the floor
+    tile_x = (int)floorf(pos.x/32.0f);
+
+  // We might be falling down, so use the ceiling to round upward and
+  // get the lower position. (Positive Y goes downward.)
+  tile_y = (int)ceilf(pos.y/32.0f);
+
+#if defined(DEBUG_STAY_ON_PLATFORM)
+  // Draw!
+  GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999);
+#endif
+
+  // Now, if the badguy intersects with a tile, he won't fall off.
+  // If he doesn't intersect, he probably will.
+  // Note that the tile's Y coordinate is offset by +1 from the object's Y.
+  if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
+  {
+    // It's a solid tile. Good.
+    return false;
+  }
+
+  // Watch out there buddy, you might take a sticky end!
+  return true;
+}
+
+Player* 
+BadGuy::get_nearest_player()
+{
+  // FIXME: does not really return nearest player
+
+  std::vector<Player*> players = Sector::current()->get_players();
+  for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+    Player* player = *playerIter;
+    return player;
+  }
+
+  return 0;
+}