New BadGuys: 'iceflame' flame with fire vulnerability, 'ghostflame' flame without...
[supertux.git] / src / badguy / badguy.cpp
index 0e9347e..46c0d70 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  SuperTux
 //  Copyright (C) 2006 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 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 3 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
 //  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.hpp"
-#include "object/camera.hpp"
-#include "object/tilemap.hpp"
-#include "tile.hpp"
-#include "statistics.hpp"
-#include "game_session.hpp"
-#include "log.hpp"
-#include "level.hpp"
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/badguy.hpp"
+
+#include "audio/sound_manager.hpp"
 #include "object/bullet.hpp"
-#include "main.hpp"
-#include "object/particles.hpp"
-#include "random_generator.hpp"
+#include "object/player.hpp"
+#include "supertux/level.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
+#include "util/reader.hpp"
+
+#include <math.h>
+#include <sstream>
 
 static const float SQUISH_TIME = 2;
   
-static const float X_OFFSCREEN_DISTANCE = 1600;
-static const float Y_OFFSCREEN_DISTANCE = 1200;
-
-BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
-  : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false),
-    dir(LEFT), start_dir(AUTO), frozen(false), ignited(false),
-    state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
+static const float X_OFFSCREEN_DISTANCE = 1280;
+static const float Y_OFFSCREEN_DISTANCE = 800;
+
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
+  MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), 
+  physic(),
+  countMe(true), 
+  is_initialized(false),
+  start_position(),
+  dir(LEFT), 
+  start_dir(AUTO), 
+  frozen(false), 
+  ignited(false),
+  dead_script(),
+  state(STATE_INIT), 
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false),
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
 {
   start_position = bbox.p1;
 
@@ -48,10 +58,23 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
   dir = (start_dir == AUTO) ? LEFT : start_dir;
 }
 
-BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
-  : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), 
-    dir(direction), start_dir(direction), frozen(false), ignited(false),
-    state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
+  MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), 
+  physic(),
+  countMe(true), 
+  is_initialized(false), 
+  start_position(),
+  dir(direction), 
+  start_dir(direction), 
+  frozen(false), 
+  ignited(false),
+  dead_script(),
+  state(STATE_INIT), 
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false), 
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
 {
   start_position = bbox.p1;
 
@@ -61,8 +84,23 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite
   dir = (start_dir == AUTO) ? LEFT : start_dir;
 }
 
-BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
-  : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
+BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
+  MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), 
+  physic(),
+  countMe(true), 
+  is_initialized(false), 
+  start_position(),
+  dir(LEFT), 
+  start_dir(AUTO),
+  frozen(false), 
+  ignited(false), 
+  dead_script(),
+  state(STATE_INIT), 
+  is_active_flag(),
+  state_timer(),
+  on_ground_flag(false), 
+  floor_normal(),
+  colgroup_active(COLGROUP_MOVING)
 {
   start_position = bbox.p1;
 
@@ -82,7 +120,7 @@ BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int lay
 void
 BadGuy::draw(DrawingContext& context)
 {
-  if(!sprite)
+  if(!sprite.get())
     return;
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
@@ -168,12 +206,6 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::write(lisp::Writer& )
-{
-  log_warning << "tried to write out a generic badguy" << std::endl;
-}
-
-void
 BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
@@ -208,12 +240,15 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
   if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
 
+    /* Badguys don't let badguys squish other badguys. It's bad. */
+#if 0
     // hit from above?
     if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
       if(collision_squished(*badguy)) {
-       return ABORT_MOVE;
+        return ABORT_MOVE;
       }
     }
+#endif
 
     return collision_badguy(*badguy, hit);
   }
@@ -224,7 +259,7 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
     // hit from above?
     if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
       if(collision_squished(*player)) {
-       return ABORT_MOVE;
+        return FORCE_MOVE;
       }
     }
 
@@ -329,40 +364,35 @@ BadGuy::kill_squished(GameObject& object)
   set_group(COLGROUP_MOVING_ONLY_STATIC);
   Player* player = dynamic_cast<Player*>(&object);
   if (player) {
-    if (countMe) Sector::current()->get_level()->stats.badguys++;
     player->bounce(*this);
   }
 
   // start dead-script
-  if(dead_script != "") {
-    std::istringstream stream(dead_script);
-    Sector::current()->run_script(stream, "dead-script");
-  }
+  run_dead_script();
 }
 
 void
 BadGuy::kill_fall()
 {
   sound_manager->play("sounds/fall.wav", get_pos());
-  if (countMe) Sector::current()->get_level()->stats.badguys++;
   physic.set_velocity_y(0);
+  physic.set_acceleration_y(0);
   physic.enable_gravity(true);
   set_state(STATE_FALLING);
 
   // start dead-script
-  if(dead_script != "") {
-    std::istringstream stream(dead_script);
-    Sector::current()->run_script(stream, "dead-script");
-  }
+  run_dead_script();
 }
 
 void
 BadGuy::run_dead_script()
 {
-   if (countMe)
-     Sector::current()->get_level()->stats.badguys++;
+  if (countMe)
+    Sector::current()->get_level()->stats.badguys++;
+
+  countMe = false;
    
-   // start dead-script
+  // start dead-script
   if(dead_script != "") {
     std::istringstream stream(dead_script);
     Sector::current()->run_script(stream, "dead-script");
@@ -406,7 +436,9 @@ BadGuy::is_offscreen()
   Player* player = get_nearest_player();
   if (!player) return false;
   Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
-  if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) {
+  // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
+  // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+  if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
     return false;
   }
   return true;
@@ -415,12 +447,11 @@ BadGuy::is_offscreen()
 void
 BadGuy::try_activate()
 {
-  // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
-  // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+  // Don't activate if player is dying
   Player* player = get_nearest_player();
   if (!player) return;
-  Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
-  if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
+
+  if (!is_offscreen()) {
     set_state(STATE_ACTIVE);
     if (!is_initialized) {
 
@@ -453,27 +484,18 @@ BadGuy::might_fall(int height)
   float y2 = bbox.p2.y + 1 + height;
   if (dir == LEFT) {
     x1 = bbox.p1.x - 1;
-    x2 = bbox.p1.x - 1;
+    x2 = bbox.p1.x;
   } else {
-    x1 = bbox.p2.x + 1;
+    x1 = bbox.p2.x;
     x2 = bbox.p2.x + 1;
   }
-  return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2));
+  return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
 }
 
 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;
-    if (player->is_dying() || player->is_dead()) continue;
-    return player;
-  }
-
-  return 0;
+  return Sector::current()->get_nearest_player (this->get_bbox ());
 }
 
 void
@@ -559,3 +581,4 @@ BadGuy::set_colgroup_active(CollisionGroup group)
   if (state == STATE_ACTIVE) set_group(group); 
 }
 
+/* EOF */