-// $Id$
-//
// 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
// 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 "random_generator.hpp"
+#include <math.h>
-Zeekling::Zeekling(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite")
+#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()
{
state = FLYING;
+ speed = gameRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
-Zeekling::Zeekling(const Vector& pos, Direction d)
- : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite")
+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()
{
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 = systemRandom.rand(130, 171);
physic.set_velocity_x(dir == LEFT ? -speed : speed);
- physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
}
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
kill_squished(object);
- kill_fall();
return true;
}
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);
- } else {
- assert(false);
- }
+ 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
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);
+ }
}
void
*/
bool
Zeekling::should_we_dive() {
+
const MovingObject* player = this->get_nearest_player();
- if (!player) return false;
+ if (player && last_player && (player == last_player)) {
- const MovingObject* badguy = this;
+ // 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);
- const Vector playerPos = player->get_pos();
- const Vector playerMov = player->get_movement();
+ // new vertical speed to test with
+ float vy = 2*fabsf(self_mov.x);
- const Vector badguyPos = badguy->get_pos();
- const Vector badguyMov = badguy->get_movement();
+ // do not dive if we are not above the player
+ float height = player_pos.y - self_pos.y;
+ if (height <= 0) return false;
- // new vertical speed to test with
- float vy = -2*fabsf(badguyMov.x);
+ // do not dive if we are too far above the player
+ if (height > 512) return false;
- // 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 would not descend faster than the player
+ float relSpeed = vy - player_mov.y;
+ if (relSpeed <= 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;
+ // guess number of frames to descend to same height as player
+ float estFrames = height / relSpeed;
- // 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 = (player_pos.x + (estFrames * player_mov.x));
- // guess where the player would be at this time
- float estPx = (playerPos.x + (estFrames * playerMov.x));
+ // guess where we would be at this time
+ float estBx = (self_pos.x + (estFrames * self_mov.x));
- // guess where we would be at this time
- float estBx = (badguyPos.x + (estFrames * badguyMov.x));
+ // near misses are OK, too
+ if (fabsf(estPx - estBx) < 8) return true;
+ }
- // near misses are OK, too
- if (fabsf(estPx - estBx) < 32) 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;
}
}
}
-IMPLEMENT_FACTORY(Zeekling, "zeekling")
+/* EOF */