-// $Id$
-//
// Zeekling - flyer that swoops down when she spots the player
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
-// Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
-#include <math.h>
+#include "badguy/zeekling.hpp"
-#include "zeekling.hpp"
+#include <math.h>
-Zeekling::Zeekling(const lisp::Lisp& reader)
+#include "math/random_generator.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+
+Zeekling::Zeekling(const Reader& reader) :
+ BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"),
+ speed(),
+ diveRecoverTimer(),
+ state(),
+ last_player(0),
+ last_player_pos(),
+ last_self_pos()
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("zeekling");
- set_direction = false;
state = FLYING;
+ speed = gameRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
-Zeekling::Zeekling(float pos_x, float pos_y, Direction d)
+Zeekling::Zeekling(const Vector& pos, Direction d) :
+ BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"),
+ speed(),
+ diveRecoverTimer(),
+ state(),
+ last_player(0),
+ last_player_pos(),
+ last_self_pos()
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- bbox.set_size(63.8, 50.8);
- sprite = sprite_manager->create("zeekling");
- set_direction = true;
- initial_direction = d;
state = FLYING;
+ speed = gameRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
void
-Zeekling::write(lisp::Writer& writer)
-{
- writer.start_list("zeekling");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("zeekling");
-}
-
-void
-Zeekling::activate()
+Zeekling::initialize()
{
- speed = 130 + (rand() % 41);
- if (set_direction) {dir = initial_direction;}
physic.set_velocity_x(dir == LEFT ? -speed : speed);
- physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
-Zeekling::collision_squished(Player& player)
+Zeekling::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(player);
- kill_fall();
+ kill_squished(object);
return true;
}
-void
+void
Zeekling::onBumpHorizontal() {
+ if (frozen)
+ {
+ physic.set_velocity_x(0);
+ return;
+ }
if (state == FLYING) {
dir = (dir == LEFT ? RIGHT : LEFT);
sprite->set_action(dir == LEFT ? "left" : "right");
physic.set_velocity_x(dir == LEFT ? -speed : speed);
} else
- if (state == DIVING) {
- dir = (dir == LEFT ? RIGHT : LEFT);
- state = FLYING;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(dir == LEFT ? -speed : speed);
- physic.set_velocity_y(0);
- } else
- if (state == CLIMBING) {
- dir = (dir == LEFT ? RIGHT : LEFT);
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(dir == LEFT ? -speed : speed);
- }
+ if (state == DIVING) {
+ dir = (dir == LEFT ? RIGHT : LEFT);
+ state = FLYING;
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
+ physic.set_velocity_y(0);
+ } else
+ if (state == CLIMBING) {
+ dir = (dir == LEFT ? RIGHT : LEFT);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
+ } else {
+ assert(false);
+ }
}
-void
+void
Zeekling::onBumpVertical() {
+ if (frozen)
+ {
+ physic.set_velocity_y(0);
+ physic.set_velocity_x(0);
+ return;
+ }
if (state == FLYING) {
physic.set_velocity_y(0);
} else
- if (state == DIVING) {
- state = CLIMBING;
- physic.set_velocity_y(speed);
- sprite->set_action(dir == LEFT ? "left" : "right");
- } else
- if (state == CLIMBING) {
- state = FLYING;
- physic.set_velocity_y(0);
- }
+ if (state == DIVING) {
+ state = CLIMBING;
+ physic.set_velocity_y(-speed);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ } else
+ if (state == CLIMBING) {
+ state = FLYING;
+ physic.set_velocity_y(0);
+ }
}
-HitResponse
-Zeekling::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Zeekling::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) {
- onBumpVertical();
- } else {
- onBumpHorizontal();
+ if(sprite->get_action() == "squished-left" ||
+ sprite->get_action() == "squished-right")
+ {
+ return;
}
- return CONTINUE;
+ if(hit.top || hit.bottom) {
+ onBumpVertical();
+ } else if(hit.left || hit.right) {
+ onBumpHorizontal();
+ }
}
/**
* linear prediction of player and badguy positions to decide if we should enter the DIVING state
*/
-bool
+bool
Zeekling::should_we_dive() {
- const MovingObject* player = Sector::current()->player;
- const MovingObject* badguy = this;
+ if (frozen)
+ return false;
- const Vector playerPos = player->get_pos();
- const Vector playerMov = player->get_movement();
+ const MovingObject* player = this->get_nearest_player();
+ if (player && last_player && (player == last_player)) {
- const Vector badguyPos = badguy->get_pos();
- const Vector badguyMov = badguy->get_movement();
+ // get positions, calculate movement
+ const Vector player_pos = player->get_pos();
+ const Vector player_mov = (player_pos - last_player_pos);
+ const Vector self_pos = this->get_pos();
+ const Vector self_mov = (self_pos - last_self_pos);
- // new vertical speed to test with
- float vy = -2*fabsf(badguyMov.x);
+ // new vertical speed to test with
+ float vy = 2*fabsf(self_mov.x);
- // do not dive if we are not above the player
- float height = playerPos.y - badguyPos.y;
- if (height <= 0) return false;
+ // do not dive if we are not above the player
+ float height = player_pos.y - self_pos.y;
+ if (height <= 0) return false;
- // do not dive if we would not descend faster than the player
- float relSpeed = -vy + playerMov.y;
- if (relSpeed <= 0) return false;
+ // do not dive if we are too far above the player
+ if (height > 512) return false;
- // guess number of frames to descend to same height as player
- float estFrames = height / relSpeed;
-
- // guess where the player would be at this time
- float estPx = (playerPos.x + (estFrames * playerMov.x));
+ // do not dive if we would not descend faster than the player
+ float relSpeed = vy - player_mov.y;
+ if (relSpeed <= 0) return false;
- // guess where we would be at this time
- float estBx = (badguyPos.x + (estFrames * badguyMov.x));
+ // guess number of frames to descend to same height as player
+ float estFrames = height / relSpeed;
- // near misses are OK, too
- if (fabsf(estPx - estBx) < 32) return true;
+ // guess where the player would be at this time
+ float estPx = (player_pos.x + (estFrames * player_mov.x));
+
+ // guess where we would be at this time
+ float estBx = (self_pos.x + (estFrames * self_mov.x));
+
+ // near misses are OK, too
+ if (fabsf(estPx - estBx) < 8) return true;
+ }
+
+ // update last player tracked, as well as our positions
+ last_player = player;
+ if (player) {
+ last_player_pos = player->get_pos();
+ last_self_pos = this->get_pos();
+ }
return false;
}
-void
+void
Zeekling::active_update(float elapsed_time) {
- BadGuy::active_update(elapsed_time);
-
if (state == FLYING) {
if (should_we_dive()) {
state = DIVING;
- physic.set_velocity_y(-2*fabsf(physic.get_velocity_x()));
+ physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
}
+ BadGuy::active_update(elapsed_time);
return;
- }
-
- if (state == DIVING) {
+ } else if (state == DIVING) {
+ BadGuy::active_update(elapsed_time);
return;
- }
-
- if (state == CLIMBING) {
+ } else if (state == CLIMBING) {
// stop climbing when we're back at initial height
if (get_pos().y <= start_position.y) {
state = FLYING;
physic.set_velocity_y(0);
}
+ BadGuy::active_update(elapsed_time);
return;
+ } else {
+ assert(false);
}
+}
+
+void
+Zeekling::freeze()
+{
+ BadGuy::freeze();
+ physic.enable_gravity(true);
+}
+
+void
+Zeekling::unfreeze()
+{
+ BadGuy::unfreeze();
+ physic.enable_gravity(false);
+ state = FLYING;
+ initialize();
+}
+bool
+Zeekling::is_freezable() const
+{
+ return true;
}
-IMPLEMENT_FACTORY(Zeekling, "zeekling")
+/* EOF */