Fixed compiler warning
[supertux.git] / src / badguy / kugelblitz.cpp
index cbfdd99..cfc900f 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  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/kugelblitz.hpp"
 
-#include <config.h>
+#include <math.h>
 
-#include "kugelblitz.hpp"
-#include "object/tilemap.hpp"
+#include "math/random_generator.hpp"
 #include "object/camera.hpp"
-#include "tile.hpp"
-#include "random_generator.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
 
 #define  LIFETIME 5
 #define  MOVETIME 0.75
 #define  BASE_SPEED 200
 #define  RAND_SPEED 150
 
-static const float X_OFFSCREEN_DISTANCE = 1600;
-static const float Y_OFFSCREEN_DISTANCE = 1200;
-
-Kugelblitz::Kugelblitz(const lisp::Lisp& reader)
-    : BadGuy(Vector(0,0), "images/creatures/kugelblitz/kugelblitz.sprite"), groundhit_pos_set(false)
+Kugelblitz::Kugelblitz(const Reader& reader) :
+  BadGuy(reader, "images/creatures/kugelblitz/kugelblitz.sprite"),
+  pos_groundhit(),
+  groundhit_pos_set(false),
+  dying(),
+  movement_timer(),
+  lifetime(),
+  direction(),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light.sprite"))
 {
   reader.get("x", start_position.x);
   sprite->set_action("falling");
   physic.enable_gravity(false);
-}
-
-void
-Kugelblitz::write(lisp::Writer& writer)
-{
-  writer.start_list("kugelblitz");
+  countMe = false;
 
-  writer.write_float("x", start_position.x);
-
-  writer.end_list("kugelblitz");
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.2f, 0.1f, 0.0f));
 }
 
 void
-Kugelblitz::activate()
+Kugelblitz::initialize()
 {
   physic.set_velocity_y(300);
   physic.set_velocity_x(-20); //fall a little to the left
@@ -75,11 +76,11 @@ Kugelblitz::collision_player(Player& player, const CollisionHit& )
   }
   // 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) {
+     (get_bbox().p1.y + get_bbox().p2.y) / 2) {
     // if it's not is it possible to squish us, then this will hurt
     if(!collision_squished(player))
       player.kill(false);
-      explode();
+    explode();
     return FORCE_MOVE;
   }
   player.kill(false);
@@ -97,10 +98,10 @@ Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
 }
 
 HitResponse
-Kugelblitz::hit(const CollisionHit& hit)
+Kugelblitz::hit(const CollisionHit& hit_)
 {
   // hit floor?
-  if(hit.bottom) {
+  if(hit_.bottom) {
     if (!groundhit_pos_set)
     {
       pos_groundhit = get_pos();
@@ -109,13 +110,13 @@ Kugelblitz::hit(const CollisionHit& hit)
     sprite->set_action("flying");
     physic.set_velocity_y(0);
     //Set random initial speed and direction
-    direction = systemRandom.rand(2)? 1: -1;
-    int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+    direction = gameRandom.rand(2)? 1: -1;
+    int speed = (BASE_SPEED + (gameRandom.rand(RAND_SPEED))) * direction;
     physic.set_velocity_x(speed);
     movement_timer.start(MOVETIME);
     lifetime.start(LIFETIME);
 
-  } else if(hit.top) { // bumped on roof
+  } else if(hit_.top) { // bumped on roof
     physic.set_velocity_y(0);
   }
 
@@ -132,28 +133,44 @@ Kugelblitz::active_update(float elapsed_time)
     if (groundhit_pos_set) {
       if (movement_timer.check()) {
         if (direction == 1) direction = -1; else direction = 1;
-        int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+        int speed = (BASE_SPEED + (gameRandom.rand(RAND_SPEED))) * direction;
         physic.set_velocity_x(speed);
         movement_timer.start(MOVETIME);
       }
     }
     /*
-    if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
+      if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
       //HIT WATER
       Sector::current()->add_object(new Electrifier(75,1421,1.5));
       Sector::current()->add_object(new Electrifier(76,1422,1.5));
       explode();
-    }
-    if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 48) {
+      }
+      if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 48) {
       //HIT ELECTRIFIED WATER
       explode();
-    }
+      }
     */
   }
   BadGuy::active_update(elapsed_time);
 }
 
 void
+Kugelblitz::draw(DrawingContext& context)
+{
+  sprite->draw(context, get_pos(), layer);
+
+  //Only draw light in dark areas
+  context.get_light( get_bbox().get_middle(), &light );
+  if (light.red + light.green < 2.0){
+    context.push_target();
+    context.set_target(DrawingContext::LIGHTMAP);
+    sprite->draw(context, get_pos(), layer);
+    lightsprite->draw(context, get_bbox().get_middle(), 0);
+    context.pop_target();
+  }
+}
+
+void
 Kugelblitz::kill_fall()
 {
 }
@@ -172,45 +189,32 @@ Kugelblitz::explode()
 void
 Kugelblitz::try_activate()
 {
-  //FIXME: Don't activate Kugelblitz before it's on-screen
-  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;
+  // Much smaller offscreen distances to pop out of nowhere and surprise Tux
+  float X_OFFSCREEN_DISTANCE = 400;
+  float Y_OFFSCREEN_DISTANCE = 600;
+
+  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)) {
     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;
+        }
+      }
+
+      initialize();
+      is_initialized = true;
+    }
     activate();
   }
 }
 
-IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz")
+/* EOF */