// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// 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
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
#include "badguy.hpp"
#include "tile.hpp"
#include "statistics.hpp"
#include "game_session.hpp"
-#include "msg.hpp"
+#include "log.hpp"
+#include "level.hpp"
+#include "object/bullet.hpp"
+#include "main.hpp"
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)
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT), on_ground_flag(false)
{
- set_group(COLGROUP_DISABLED);
+ start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
+}
+
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), state(STATE_INIT), on_ground_flag(false)
+{
+ start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
}
-BadGuy::~BadGuy()
+BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
+ : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT), on_ground_flag(false)
{
- delete sprite;
+ start_position = bbox.p1;
+
+ std::string dir_str = "auto";
+ reader.get("direction", dir_str);
+ start_dir = str2dir( dir_str );
+ dir = start_dir;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
}
void
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);
+ 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);
}
}
return;
}
if(is_offscreen()) {
+ if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
-
+
switch(state) {
case STATE_ACTIVE:
active_update(elapsed_time);
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
void
BadGuy::save(lisp::Writer& )
{
- msg_warning << "tried to write out a generic badguy" << std::endl;
+ log_warning << "tried to write out a generic badguy" << std::endl;
}
void
case STATE_INACTIVE:
return ABORT_MOVE;
case STATE_ACTIVE: {
- if(other.get_flags() & FLAG_SOLID)
- return collision_solid(other, hit);
-
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE)
+ if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
if(player)
return collision_player(*player, hit);
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet)
+ return collision_bullet(*bullet, hit);
+
return FORCE_MOVE;
}
case STATE_SQUISHED:
- if(other.get_flags() & FLAG_SOLID)
- return CONTINUE;
return FORCE_MOVE;
case STATE_FALLING:
return FORCE_MOVE;
return ABORT_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
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
{
- if(player.is_invincible()) {
- kill_fall();
- 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(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
// if it's not possible to squish us, then this will hurt
- if(collision_squished(player))
+ if(collision_squished(player)) {
return ABORT_MOVE;
+ }
}
- player.kill(Player::SHRINK);
+ if(player.is_invincible()) {
+ kill_fall();
+ return ABORT_MOVE;
+ }
+
+ player.kill(false);
return FORCE_MOVE;
}
return false;
}
+HitResponse
+BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& )
+{
+ bullet.remove_me();
+ kill_fall();
+ return ABORT_MOVE;
+}
+
void
BadGuy::kill_squished(Player& player)
{
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
player.bounce(*this);
}
BadGuy::kill_fall()
{
sound_manager->play("sounds/fall.wav", get_pos());
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
{
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
/* Activate badguys if they're just around the screen to avoid
* the effect of having badguys suddenly popping up from nowhere.
*/
+ //Badguy left of screen
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;
+ if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
set_state(STATE_ACTIVE);
activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ //Badguy right of screen
+ } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
+ start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
+ if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
set_state(STATE_ACTIVE);
activate();
+ //Badguy over or under screen
} 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();
+ start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ ((start_position.y > scroll_y + SCREEN_HEIGHT &&
+ start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
+ (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - bbox.get_height() ))) {
+ if (start_dir != AUTO) dir = start_dir;
+ else{
+ // if nearest player is to our right, start facing right
+ Player* player = get_nearest_player();
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ dir = RIGHT;
+ } else {
+ dir = 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;
+ if (start_dir != AUTO) {
+ dir = start_dir;
+ } else {
+ // if nearest player is to our right, start facing right
+ Player* player = get_nearest_player();
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
set_state(STATE_ACTIVE);
activate();
- }
+ }
}
bool
-BadGuy::may_fall_off_platform()
+BadGuy::might_fall(int height)
{
- 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
-
- // 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() & FLAG_SOLID)
- {
- // It's a solid tile. Good.
- return false;
+ // make sure we check for at least a 1-pixel fall
+ assert(height > 0);
+
+ float x1;
+ float x2;
+ float y1 = bbox.p2.y + 1;
+ float y2 = bbox.p2.y + 1 + height;
+ if (dir == LEFT) {
+ x1 = bbox.p1.x - 1;
+ x2 = bbox.p1.x - 1;
+ } else {
+ x1 = bbox.p2.x + 1;
+ x2 = bbox.p2.x + 1;
}
-
- // Watch out there buddy, you might take a sticky end!
- return true;
+ return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
}
-Player*
+Player*
BadGuy::get_nearest_player()
{
// FIXME: does not really return nearest player
return 0;
}
+
+void
+BadGuy::update_on_ground_flag(const CollisionHit& hit)
+{
+ if (hit.bottom) on_ground_flag = true;
+}
+
+bool
+BadGuy::on_ground()
+{
+ return on_ground_flag;
+}