-// $Id$
-//
// 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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/badguy.hpp"
-#include <config.h>
+#include "audio/sound_manager.hpp"
+#include "object/bullet.hpp"
+#include "object/player.hpp"
+#include "supertux/level.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
+#include "util/reader.hpp"
-#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"
+#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()
- : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
+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)
{
- set_group(COLGROUP_DISABLED);
+ start_position = bbox.p1;
+
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::~BadGuy()
+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)
{
- delete sprite;
+ start_position = bbox.p1;
+
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
+}
+
+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;
+
+ std::string dir_str = "auto";
+ reader.get("direction", dir_str);
+ start_dir = str2dir( dir_str );
+ dir = start_dir;
+
+ reader.get("dead-script", dead_script);
+
+ 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));
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+ sprite->draw(context, get_pos(), layer);
context.set_drawing_effect(old_effect);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), layer);
}
}
BadGuy::update(float elapsed_time)
{
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(is_offscreen()) {
+ if ((state != STATE_INACTIVE) && is_offscreen()) {
+ if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
-
+
switch(state) {
case STATE_ACTIVE:
+ is_active_flag = true;
active_update(elapsed_time);
break;
case STATE_INIT:
case STATE_INACTIVE:
+ is_active_flag = false;
inactive_update(elapsed_time);
try_activate();
break;
case STATE_SQUISHED:
+ is_active_flag = false;
if(state_timer.check()) {
remove_me();
break;
movement = physic.get_movement(elapsed_time);
break;
case STATE_FALLING:
+ is_active_flag = false;
movement = physic.get_movement(elapsed_time);
break;
}
+
+ on_ground_flag = false;
+}
+
+Direction
+BadGuy::str2dir( std::string dir_str )
+{
+ if( dir_str == "auto" )
+ return AUTO;
+ if( dir_str == "left" )
+ return LEFT;
+ if( dir_str == "right" )
+ return RIGHT;
+
+ //default to "auto"
+ log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
+ return AUTO;
}
void
-BadGuy::activate()
+BadGuy::initialize()
{
}
void
-BadGuy::deactivate()
+BadGuy::activate()
{
}
void
-BadGuy::save(lisp::Writer& )
+BadGuy::deactivate()
{
- 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)
{
- if(tile_attributes & Tile::HURTS)
- kill_fall();
+ // 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();
+ }
+ else if (tile_attributes & Tile::ICE) {
+ if (is_freezable()) freeze();
+ }
+ else {
+ kill_fall();
+ }
+ }
}
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
- switch(state) {
- case STATE_INIT:
- case STATE_INACTIVE:
- return ABORT_MOVE;
- case STATE_ACTIVE: {
- if(other.get_flags() & FLAG_SOLID)
- return collision_solid(other, hit);
+ if (!is_active()) return ABORT_MOVE;
+
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE)
- return collision_badguy(*badguy, hit);
+ /* 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
- Player* player = dynamic_cast<Player*> (&other);
- if(player)
- return collision_player(*player, hit);
+ return collision_badguy(*badguy, hit);
+ }
- return FORCE_MOVE;
+ Player* player = dynamic_cast<Player*> (&other);
+ if(player) {
+
+ // hit from above?
+ if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(collision_squished(*player)) {
+ return FORCE_MOVE;
+ }
}
- case STATE_SQUISHED:
- if(other.get_flags() & FLAG_SOLID)
- return CONTINUE;
- return FORCE_MOVE;
- case STATE_FALLING:
- return FORCE_MOVE;
+
+ return collision_player(*player, hit);
}
- return ABORT_MOVE;
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet)
+ return collision_bullet(*bullet, hit);
+
+ return FORCE_MOVE;
}
-HitResponse
-BadGuy::collision_solid(GameObject& , const CollisionHit& )
+void
+BadGuy::collision_solid(const CollisionHit& hit)
{
- return FORCE_MOVE;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ update_on_ground_flag(hit);
}
HitResponse
return ABORT_MOVE;
}
- /*
- 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;
- }
+ //TODO: unfreeze timer
+ if(frozen)
+ //unfreeze();
+ return FORCE_MOVE;
- player.kill(Player::SHRINK);
+ player.kill(false);
return FORCE_MOVE;
}
}
bool
-BadGuy::collision_squished(Player& )
+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
+BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
+{
+ if (is_frozen()) {
+ if(bullet.get_type() == FIRE_BONUS) {
+ // fire bullet thaws frozen badguys
+ unfreeze();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ } else {
+ // other bullets ricochet
+ bullet.ricochet(*this, hit);
+ return FORCE_MOVE;
+ }
+ }
+ else if (is_ignited()) {
+ if(bullet.get_type() == ICE_BONUS) {
+ // ice bullets extinguish ignited badguys
+ extinguish();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ } else {
+ // other bullets are absorbed by ignited badguys
+ bullet.remove_me();
+ return FORCE_MOVE;
+ }
+ }
+ else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
+ // fire bullets ignite flammable badguys
+ ignite();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ }
+ else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
+ // ice bullets freeze freezable badguys
+ freeze();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ }
+ else {
+ // in all other cases, bullets ricochet
+ bullet.ricochet(*this, hit);
+ return FORCE_MOVE;
+ }
}
void
-BadGuy::kill_squished(Player& player)
+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_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- if (countMe) Sector::current()->get_level()->stats.badguys++;
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ }
+
+ // start 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
+ run_dead_script();
+}
+
+void
+BadGuy::run_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;
case STATE_ACTIVE:
- set_group(COLGROUP_MOVING);
- bbox.set_pos(start_position);
+ set_group(colgroup_active);
+ //bbox.set_pos(start_position);
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
bool
BadGuy::is_offscreen()
{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
- || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
- || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
- || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
- return true;
-
- return false;
+ Player* player = get_nearest_player();
+ if (!player) return false;
+ Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+ // 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()
{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x - bbox.get_width() &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = RIGHT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y))) {
- dir = start_position.x < scroll_x ? RIGHT : LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if(state == STATE_INIT
- && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
- && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- }
-}
+ // Don't activate if player is dying
+ Player* player = get_nearest_player();
+ if (!player) return;
-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
+ 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)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
- // 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()
- & Tile::SOLID)
- {
- // It's a solid tile. Good.
- return false;
+ initialize();
+ is_initialized = true;
+ }
+ activate();
}
-
- // Watch out there buddy, you might take a sticky end!
- return true;
}
bool
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_space(Rect(x1, y1, x2, y2));
+ return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
}
-Player*
+Player*
BadGuy::get_nearest_player()
{
- // FIXME: does not really return nearest player
+ return Sector::current()->get_nearest_player (this->get_bbox ());
+}
- 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;
+void
+BadGuy::update_on_ground_flag(const CollisionHit& hit)
+{
+ if (hit.bottom) {
+ on_ground_flag = true;
+ floor_normal = hit.slope_normal;
}
+}
- return 0;
+bool
+BadGuy::on_ground()
+{
+ return on_ground_flag;
+}
+
+bool
+BadGuy::is_active()
+{
+ return is_active_flag;
}
+
+Vector
+BadGuy::get_floor_normal()
+{
+ return floor_normal;
+}
+
+void
+BadGuy::freeze()
+{
+ 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
+BadGuy::unfreeze()
+{
+ 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
+BadGuy::is_freezable() const
+{
+ return false;
+}
+
+bool
+BadGuy::is_frozen() const
+{
+ return frozen;
+}
+
+void
+BadGuy::ignite()
+{
+ kill_fall();
+}
+
+void
+BadGuy::extinguish()
+{
+}
+
+bool
+BadGuy::is_flammable() const
+{
+ return true;
+}
+
+bool
+BadGuy::is_ignited() const
+{
+ return ignited;
+}
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group_)
+{
+ this->colgroup_active = group_;
+ if (state == STATE_ACTIVE) set_group(group_);
+}
+
+/* EOF */