-// $Id$
-//
// 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 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
// 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>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <float.h>
-#include <sstream>
-#include <memory>
-#include "yeti.hpp"
+#include "badguy/yeti.hpp"
+
+#include "audio/sound_manager.hpp"
+#include "badguy/bouncing_snowball.hpp"
+#include "badguy/yeti_stalactite.hpp"
#include "object/camera.hpp"
-#include "yeti_stalactite.hpp"
-#include "bouncing_snowball.hpp"
-#include "game_session.hpp"
-#include "level.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#include <float.h>
+#include <math.h>
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 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 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 JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
+const float JUMP_UP_VY = -700; /**< vertical speed while jumping on the dais */
- const float STOMP_VY = 250; /** vertical speed while stomping on the dais */
+const float STOMP_VY = -300; /** 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 LEFT_STAND_X = 80; /**< x-coordinate of left dais' end position */
+const float RIGHT_STAND_X = 1280-LEFT_STAND_X-60; /**< x-coordinate of right dais' end position */
+const float LEFT_JUMP_X = LEFT_STAND_X+448; /**< x-coordinate of from where to jump on the left dais */
+const float RIGHT_JUMP_X = RIGHT_STAND_X-448; /**< 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 = 5; /**< number of hits we can take */
- const float SQUISH_TIME = 3;
+const float YETI_SQUISH_TIME = 5;
}
-Yeti::Yeti(const lisp::Lisp& reader)
+Yeti::Yeti(const Reader& reader) :
+ BadGuy(reader, "images/creatures/yeti/yeti.sprite"),
+ state(),
+ state_timer(),
+ safe_timer(),
+ stomp_count(),
+ hit_points(),
+ hud_head()
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(60, 90);
- sprite = sprite_manager->create("images/creatures/yeti/yeti.sprite");
hit_points = INITIAL_HITPOINTS;
- reader.get("dead-script", dead_script);
countMe = false;
+ sound_manager->preload("sounds/yeti_gna.wav");
+ sound_manager->preload("sounds/yeti_roar.wav");
+ hud_head = Surface::create("images/creatures/yeti/hudlife.png");
}
Yeti::~Yeti()
}
void
-Yeti::activate()
+Yeti::initialize()
{
dir = RIGHT;
jump_down();
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;
+
+ if (hud_head)
+ {
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
+
+ for (i = 0; i < hit_points; ++i)
+ {
+ context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+ }
+
+ context.pop_transform();
+ }
+}
+
+void
Yeti::active_update(float elapsed_time)
{
switch(state) {
Yeti::be_angry()
{
//turn around
- dir = (dir==RIGHT)?LEFT:RIGHT;
+ dir = (dir==RIGHT) ? LEFT : RIGHT;
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+ 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(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y, dir));
-}
-
bool
-Yeti::collision_squished(Player& player)
+Yeti::collision_squished(GameObject& object)
{
- kill_squished(player);
+ kill_squished(object);
return true;
}
void
-Yeti::kill_squished(Player& player)
+Yeti::kill_squished(GameObject& object)
{
- player.bounce(*this);
- take_hit(player);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ take_hit(*player);
+ }
}
-void Yeti::take_hit(Player& player)
+void Yeti::take_hit(Player& )
{
- player.bounce(*this);
-
if(safe_timer.started())
return;
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);
+ state_timer.start(YETI_SQUISH_TIME);
+ set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("dead");
- if (countMe) Sector::current()->get_level()->stats.badguys++;
-
- // start script
- if(dead_script != "") {
- std::istringstream stream(dead_script);
- Sector::current()->run_script(stream, "Yeti - dead-script");
- }
+ run_dead_script();
}
else {
safe_timer.start(SAFE_TIME);
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);
-
- if(dead_script != "") {
- writer.write_string("dead-script", dead_script);
- }
-
- writer.end_list("yeti");
}
void
Yeti::drop_stalactite()
{
// make a stalactite falling down and shake camera a bit
- Sector::current()->camera->shake(.1, 0, 10);
-
- YetiStalactite* nearest = 0;
- float dist = FLT_MAX;
+ Sector::current()->camera->shake(.1f, 0, 10);
Player* player = this->get_nearest_player();
if (!player) return;
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;
+ float distancex;
+ if (hit_points >= 3) {
+ // drop stalactites within 3 of player, going out with each jump
+ distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
+ if(distancex < stomp_count*32) {
+ stalactite->start_shaking();
+ }
}
- }
+ else { /* if (hitpoints < 3) */
+ // drop every 3rd pair of stalactites
+ if(((((int)stalactite->get_pos().x + 16) / 64) % 3) == (stomp_count % 3)) {
+ stalactite->start_shaking();
+ }
+ }
+ } /* if(stalactite && stalactite->is_hanging()) */
}
-
- if(nearest)
- nearest->start_shaking();
}
-HitResponse
-Yeti::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Yeti::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) {
+ if(hit.top || hit.bottom) {
// hit floor or roof
physic.set_velocity_y(0);
switch (state) {
case JUMP_DOWN:
- run();
- break;
+ run();
+ break;
case RUN:
- break;
+ break;
case JUMP_UP:
- break;
+ 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;
+ // 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(fabsf(hit.normal.x) > .5) {
+ } else if(hit.left || hit.right) {
// hit wall
jump_up();
}
-
- return CONTINUE;
}
-IMPLEMENT_FACTORY(Yeti, "yeti")
+/* EOF */