-// $Id$
-//
-// SuperTux
+// 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 "badguy/yeti.hpp"
+
+#include "audio/sound_manager.hpp"
+#include "badguy/bouncing_snowball.hpp"
+#include "badguy/yeti_stalactite.hpp"
+#include "object/camera.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
#include <float.h>
-#include <sstream>
-#include "yeti.h"
-#include "object/camera.h"
-#include "yeti_stalactite.h"
-#include "bouncing_snowball.h"
-#include "game_session.h"
-#include "scripting/script_interpreter.h"
-
-static const float JUMP_VEL1 = 250;
-static const float JUMP_VEL2 = 700;
-static const float RUN_SPEED = 350;
-static const float JUMP_TIME = 1.6;
-static const float ANGRY_JUMP_WAIT = .5;
-/// the time we are safe when tux just hit us
-static const float SAFE_TIME = .5;
-static const int INITIAL_HITPOINTS = 3;
-
-Yeti::Yeti(const lisp::Lisp& reader)
-{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(80, 120);
- sprite = sprite_manager->create("yeti");
- sprite->set_action("right");
- state = INIT;
- side = LEFT;
- sound_manager->preload_sound("yeti_gna");
- sound_manager->preload_sound("yeti_roar");
+#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 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 = -700; /**< vertical speed while jumping on the dais */
+
+const float STOMP_VY = -300; /** vertical speed while stomping on the dais */
+
+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 YETI_SQUISH_TIME = 5;
+}
+
+Yeti::Yeti(const Reader& reader) :
+ BadGuy(reader, "images/creatures/yeti/yeti.sprite"),
+ state(),
+ state_timer(),
+ safe_timer(),
+ stomp_count(),
+ hit_points(),
+ hud_head()
+{
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::initialize()
+{
+ dir = RIGHT;
+ jump_down();
+}
+
+void
Yeti::draw(DrawingContext& context)
{
// we blink when we are safe
- if(safe_timer.started() && size_t(global_time*40)%2)
+ 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) {
- case INIT:
+ case JUMP_DOWN:
+ physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
break;
- case GO_RIGHT:
- physic.set_velocity_x(RUN_SPEED);
- if(timer.check())
- physic.set_velocity_y(JUMP_VEL2);
+ 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 GO_LEFT:
- physic.set_velocity_x(-RUN_SPEED);
- if(timer.check())
- physic.set_velocity_y(JUMP_VEL2);
+ 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 ANGRY_JUMPING:
- if(timer.check()) {
- // jump
- sound_manager->play_sound("yeti_gna");
- physic.set_velocity_y(JUMP_VEL1);
+ 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;
- default:
+ case SQUISHED:
+ if (state_timer.check()) {
+ remove_me();
+ }
break;
}
}
void
-Yeti::go_right()
+Yeti::jump_down()
{
- // jump and move right
- physic.set_velocity_y(JUMP_VEL1);
- physic.set_velocity_x(RUN_SPEED);
- state = GO_RIGHT;
- timer.start(JUMP_TIME);
+ 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::go_left()
+Yeti::run()
{
- physic.set_velocity_y(JUMP_VEL1);
- physic.set_velocity_x(-RUN_SPEED);
- state = GO_LEFT;
- timer.start(JUMP_TIME);
+ 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::angry_jumping()
+Yeti::jump_up()
{
- jumpcount = 0;
- timer.start(ANGRY_JUMP_WAIT);
- state = ANGRY_JUMPING;
- physic.set_velocity_x(0);
+ 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::summon_snowball()
+Yeti::be_angry()
{
- Sector::current()->add_object(new BouncingSnowball(get_pos().x+(side == LEFT ? 64 : -64), get_pos().y, (side == LEFT ? RIGHT : LEFT)));
+ //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);
+ stomp_count = 0;
+ state = BE_ANGRY;
+ state_timer.start(STOMP_WAIT);
}
bool
-Yeti::collision_squished(Player& player)
+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 true;
+ return;
- player.bounce(*this);
- sound_manager->play_sound("yeti_roar");
+ 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(YETI_SQUISH_TIME);
+ set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("dead");
- kill_squished(player);
-
- // start script
- if(dead_script != "") {
- try {
- ScriptInterpreter* interpreter
- = new ScriptInterpreter(GameSession::current()->get_working_directory());
- interpreter->register_sector(Sector::current());
- std::istringstream in(dead_script);
- interpreter->load_script(in, "Yeti - dead-script");
- interpreter->start_script();
- Sector::current()->add_object(interpreter);
- } catch(std::exception& e) {
- std::cerr << "Couldn't execute yeti dead script: " << e.what() << "\n";
- }
- }
- } else {
+
+ run_dead_script();
+ }
+ else {
safe_timer.start(SAFE_TIME);
}
-
- return true;
}
void
}
void
-Yeti::write(lisp::Writer& )
-{
-}
-
-void
Yeti::drop_stalactite()
{
- YetiStalactite* nearest = 0;
- float dist = FLT_MAX;
+ // make a stalactite falling down and shake camera a bit
+ Sector::current()->camera->shake(.1f, 0, 10);
+
+ 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 - sector->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) { // hit floor or roof?
+ if(hit.top || hit.bottom) {
+ // hit floor or roof
physic.set_velocity_y(0);
- if(state == INIT) {
- go_right();
- } else if(state == GO_LEFT && !timer.started()) {
- side = LEFT;
- summon_snowball();
- sprite->set_action("right");
- angry_jumping();
- } else if(state == GO_RIGHT && !timer.started()) {
- side = RIGHT;
- summon_snowball();
- sprite->set_action("left");
- angry_jumping();
- } else if(state == ANGRY_JUMPING) {
- if(!timer.started()) {
+ switch (state) {
+ case JUMP_DOWN:
+ run();
+ break;
+ case RUN:
+ break;
+ case JUMP_UP:
+ break;
+ case BE_ANGRY:
// we just landed
- jumpcount++;
- // make a stalactite falling down and shake camera a bit
- Sector::current()->camera->shake(.1, 0, 10);
- drop_stalactite();
-
- // go to other side after 3 jumps
- if(jumpcount == 3) {
- if(side == LEFT)
- go_right();
- else
- go_left();
- } else {
- // jump again
- timer.start(ANGRY_JUMP_WAIT);
+ 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();
}
-
- return CONTINUE;
}
-IMPLEMENT_FACTORY(Yeti, "yeti")
+/* EOF */