-// $Id$
-//
// 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;
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;
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;
void
BadGuy::draw(DrawingContext& context)
{
- if(!sprite)
+ if(!sprite.get())
return;
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
}
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);
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;
}
}
+#endif
return collision_badguy(*badguy, hit);
}
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
if(collision_squished(*player)) {
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
}
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");
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;
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) {
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
if (state == STATE_ACTIVE) set_group(group);
}
+/* EOF */