Set SSpiky max drop height to the same value as Spiky, making their behavior consistent
[supertux.git] / src / badguy / badguy.cpp
index 83ff6f8..46c0d70 100644 (file)
 #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;
+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(),
@@ -57,6 +60,7 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
 
 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(),
@@ -82,6 +86,7 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite
 
 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(),
@@ -235,12 +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;
       }
     }
+#endif
 
     return collision_badguy(*badguy, hit);
   }
@@ -251,7 +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;
       }
     }
 
@@ -428,7 +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;
@@ -437,12 +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) {
 
@@ -475,27 +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