+++ /dev/null
-// $Id$
-//
-// SuperTux - Boss "Yeti"
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
-// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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 distributed in the hope that it will be useful,
-// 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.
-#include <config.h>
-
-#include <float.h>
-#include <sstream>
-#include <memory>
-#include "yeti.hpp"
-#include "object/camera.hpp"
-#include "yeti_stalactite.hpp"
-#include "bouncing_snowball.hpp"
-#include "game_session.hpp"
-#include "level.hpp"
-
-namespace {
- const float JUMP_DOWN_VX = 250; /**< horizontal speed while jumping off the dais */
- const float JUMP_DOWN_VY = -250; /**< vertical speed while jumping off the dais */
-
- const float RUN_VX = 350; /**< horizontal speed while running */
-
- const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
- const float JUMP_UP_VY = -800; /**< vertical speed while jumping on the dais */
-
- const float STOMP_VY = -250; /** vertical speed while stomping on the dais */
-
- const float LEFT_STAND_X = 16; /**< x-coordinate of left dais' end position */
- const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
- const float LEFT_JUMP_X = LEFT_STAND_X+224; /**< x-coordinate of from where to jump on the left dais */
- const float RIGHT_JUMP_X = RIGHT_STAND_X-224; /**< x-coordinate of from where to jump on the right dais */
- const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
- const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
- const int INITIAL_HITPOINTS = 3; /**< number of hits we can take */
-
- const float SQUISH_TIME = 5;
-}
-
-Yeti::Yeti(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
-{
- hit_points = INITIAL_HITPOINTS;
- countMe = false;
- sound_manager->preload("sounds/yeti_gna.wav");
- sound_manager->preload("sounds/yeti_roar.wav");
- hud_head.reset(new Surface("images/creatures/yeti/hudlife.png"));
-}
-
-Yeti::~Yeti()
-{
-}
-
-void
-Yeti::activate()
-{
- dir = RIGHT;
- jump_down();
-}
-
-void
-Yeti::draw(DrawingContext& context)
-{
- // we blink when we are safe
- if(safe_timer.started() && size_t(game_time*40)%2)
- return;
-
- draw_hit_points(context);
-
- BadGuy::draw(context);
-}
-
-void
-Yeti::draw_hit_points(DrawingContext& context)
-{
- int i;
-
- Surface *hh = hud_head.get();
- if (!hh)
- return;
-
- context.push_transform();
- context.set_translation(Vector(0, 0));
-
- for (i = 0; i < hit_points; ++i)
- {
- context.draw_surface(hh, Vector(BORDER_X + (i * hh->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
- }
-
- context.pop_transform();
-}
-
-void
-Yeti::active_update(float elapsed_time)
-{
- switch(state) {
- case JUMP_DOWN:
- physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
- break;
- case RUN:
- physic.set_velocity_x((dir==RIGHT)?+RUN_VX:-RUN_VX);
- if (((dir == RIGHT) && (get_pos().x >= RIGHT_JUMP_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_JUMP_X))) jump_up();
- break;
- case JUMP_UP:
- physic.set_velocity_x((dir==RIGHT)?+JUMP_UP_VX:-JUMP_UP_VX);
- if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
- break;
- case BE_ANGRY:
- if(state_timer.check()) {
- sound_manager->play("sounds/yeti_gna.wav");
- physic.set_velocity_y(STOMP_VY);
- sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
- }
- break;
- case SQUISHED:
- if (state_timer.check()) {
- remove_me();
- }
- break;
- }
-
- movement = physic.get_movement(elapsed_time);
-}
-
-void
-Yeti::jump_down()
-{
- sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
- physic.set_velocity_x((dir==RIGHT)?(+JUMP_DOWN_VX):(-JUMP_DOWN_VX));
- physic.set_velocity_y(JUMP_DOWN_VY);
- state = JUMP_DOWN;
-}
-
-void
-Yeti::run()
-{
- sprite->set_action((dir==RIGHT)?"run-right":"run-left");
- physic.set_velocity_x((dir==RIGHT)?(+RUN_VX):(-RUN_VX));
- physic.set_velocity_y(0);
- state = RUN;
-}
-
-void
-Yeti::jump_up()
-{
- sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
- physic.set_velocity_x((dir==RIGHT)?(+JUMP_UP_VX):(-JUMP_UP_VX));
- physic.set_velocity_y(JUMP_UP_VY);
- state = JUMP_UP;
-}
-
-void
-Yeti::be_angry()
-{
- //turn around
- dir = (dir==RIGHT)?LEFT:RIGHT;
-
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
- if (hit_points < INITIAL_HITPOINTS) summon_snowball();
- stomp_count = 0;
- state = BE_ANGRY;
- state_timer.start(STOMP_WAIT);
-}
-
-void
-Yeti::summon_snowball()
-{
- Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y), dir));
-}
-
-bool
-Yeti::collision_squished(GameObject& object)
-{
- kill_squished(object);
-
- return true;
-}
-
-void
-Yeti::kill_squished(GameObject& object)
-{
- Player* player = dynamic_cast<Player*>(&object);
- if (player) {
- player->bounce(*this);
- take_hit(*player);
- }
-}
-
-void Yeti::take_hit(Player& )
-{
- if(safe_timer.started())
- return;
-
- sound_manager->play("sounds/yeti_roar.wav");
- hit_points--;
-
- if(hit_points <= 0) {
- // We're dead
- physic.enable_gravity(true);
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
-
- state = SQUISHED;
- state_timer.start(SQUISH_TIME);
- set_group(COLGROUP_MOVING_ONLY_STATIC);
- sprite->set_action("dead");
-
- if (countMe) Sector::current()->get_level()->stats.badguys++;
-
- if(dead_script != "") {
- std::istringstream stream(dead_script);
- Sector::current()->run_script(stream, "Yeti - dead-script");
- }
- }
- else {
- safe_timer.start(SAFE_TIME);
- }
-}
-
-void
-Yeti::kill_fall()
-{
- // shooting bullets or being invincible won't work :)
- take_hit(*get_nearest_player()); // FIXME: debug only(?)
-}
-
-void
-Yeti::write(lisp::Writer& writer)
-{
- writer.start_list("yeti");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("yeti");
-}
-
-void
-Yeti::drop_stalactite()
-{
- // make a stalactite falling down and shake camera a bit
- Sector::current()->camera->shake(.1f, 0, 10);
-
- YetiStalactite* nearest = 0;
- float dist = FLT_MAX;
-
- Player* player = this->get_nearest_player();
- if (!player) return;
-
- Sector* sector = Sector::current();
- for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
- i != sector->gameobjects.end(); ++i) {
- YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
- if(stalactite && stalactite->is_hanging()) {
- float sdist
- = fabsf(stalactite->get_pos().x - player->get_pos().x);
- if(sdist < dist) {
- nearest = stalactite;
- dist = sdist;
- }
- }
- }
-
- if(nearest)
- nearest->start_shaking();
-}
-
-void
-Yeti::collision_solid(const CollisionHit& hit)
-{
- if(hit.top || hit.bottom) {
- // hit floor or roof
- physic.set_velocity_y(0);
- switch (state) {
- case JUMP_DOWN:
- run();
- break;
- case RUN:
- break;
- case JUMP_UP:
- break;
- case BE_ANGRY:
- // we just landed
- if(!state_timer.started()) {
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
- stomp_count++;
- drop_stalactite();
-
- // go to other side after 3 jumps
- if(stomp_count == 3) {
- jump_down();
- } else {
- // jump again
- state_timer.start(STOMP_WAIT);
- }
- }
- break;
- case SQUISHED:
- break;
- }
- } else if(hit.left || hit.right) {
- // hit wall
- jump_up();
- }
-}
-
-IMPLEMENT_FACTORY(Yeti, "yeti")