-// $Id$
-//
// 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;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
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;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
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;
reader.get("dead-script", dead_script);
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
void
BadGuy::draw(DrawingContext& context)
{
- if(!sprite)
+ if(!sprite.get())
return;
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
DrawingEffect old_effect = context.get_drawing_effect();
- context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
+ context.set_drawing_effect(old_effect | VERTICAL_FLIP);
sprite->draw(context, get_pos(), layer);
context.set_drawing_effect(old_effect);
} else {
if(!Sector::current()->inside(bbox)) {
is_active_flag = false;
remove_me();
+ if(countMe) {
+ // get badguy name from sprite_name ignoring path and extension
+ std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
+ int path_chars = badguy.rfind("/",badguy.length());
+ badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
+ // log warning since badguys_killed can no longer reach total_badguys
+ std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
+ log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
+ }
return;
}
if ((state != STATE_INACTIVE) && is_offscreen()) {
}
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);
+ if(frozen)
+ sprite->stop_animation();
}
void
void
BadGuy::collision_tile(uint32_t tile_attributes)
{
+ // Don't kill badguys that have already been killed
+ if (!is_active()) return;
+
if(tile_attributes & Tile::HURTS) {
if (tile_attributes & Tile::FIRE) {
if (is_flammable()) ignite();
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(player->is_stone()) {
+ kill_fall();
+ return FORCE_MOVE;
+ }
if(collision_squished(*player)) {
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
}
+ if(player->is_stone()) {
+ collision_solid(hit);
+ return FORCE_MOVE;
+ }
+
return collision_player(*player, hit);
}
return ABORT_MOVE;
}
+ //TODO: unfreeze timer
if(frozen)
- unfreeze();
+ //unfreeze();
+ return FORCE_MOVE;
+
player.kill(false);
return FORCE_MOVE;
}
}
bool
-BadGuy::collision_squished(GameObject& )
+BadGuy::collision_squished(GameObject& object)
{
- return false;
+ // frozen badguys can be killed with butt-jump
+ if(frozen)
+ {
+ Player* player = dynamic_cast<Player*>(&object);
+ if(player && (player->does_buttjump)) {
+ player->bounce(*this);
+ kill_fall();//TODO: shatter frozen badguys
+ return true;
+ }
+ }
+ return false;
}
HitResponse
void
BadGuy::kill_squished(GameObject& object)
{
- sound_manager->play("sounds/squish.wav", get_pos());
+ if (!is_active()) return;
+
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
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++;
+ if (!is_active()) return;
+
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
+ physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
+ // Set the badguy layer to be the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
+
// 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++;
-
- // start dead-script
+ if (countMe)
+ Sector::current()->get_level()->stats.badguys++;
+
+ countMe = false;
+
+ // start dead-script
if(dead_script != "") {
std::istringstream stream(dead_script);
Sector::current()->run_script(stream, "dead-script");
}
void
-BadGuy::set_state(State state)
+BadGuy::set_state(State state_)
{
- if(this->state == state)
+ if(this->state == state_)
return;
State laststate = this->state;
- this->state = state;
- switch(state) {
+ this->state = state_;
+ switch(state_) {
case STATE_SQUISHED:
state_timer.start(SQUISH_TIME);
break;
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) {
// if starting direction was set to AUTO, this is our chance to re-orient the badguy
if (start_dir == AUTO) {
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ Player* player_ = get_nearest_player();
+ if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
dir = RIGHT;
} else {
dir = LEFT;
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
{
set_group(COLGROUP_MOVING_STATIC);
frozen = true;
+
+ if(sprite->has_action("iced-left"))
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
+ // when no iced action exists, default to shading badguy blue
+ else
+ {
+ sprite->set_color(Color(0.60, 0.72, 0.88f));
+ sprite->stop_animation();
+ }
}
void
{
set_group(colgroup_active);
frozen = false;
+
+ // restore original color if needed
+ if(!sprite->has_action("iced-left"))
+ {
+ sprite->set_color(Color(1.00, 1.00, 1.00f));
+ sprite->set_animation_loops();
+ }
}
bool
{
return ignited;
}
-
-void
-BadGuy::set_colgroup_active(CollisionGroup group)
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group_)
{
- this->colgroup_active = group;
- if (state == STATE_ACTIVE) set_group(group);
+ this->colgroup_active = group_;
+ if (state == STATE_ACTIVE) set_group(group_);
}
+/* EOF */