a first implementation of doors to switch between sectors
[supertux.git] / src / badguy.cpp
index db84683..cfdc7ac 100644 (file)
 #include "globals.h"
 #include "defines.h"
 #include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-#include "world.h"
 #include "tile.h"
 #include "resources.h"
 #include "sprite_manager.h"
-#include "gameloop.h"
-#include "display_manager.h"
-#include "lispwriter.h"
 #include "camera.h"
+#include "lispwriter.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -109,8 +107,7 @@ BadGuyKind  badguykind_from_string(const std::string& str)
     return BAD_WALKINGTREE;
   else
     {
-      printf("Couldn't convert badguy: '%s'\n", str.c_str());
-      return BAD_SNOWBALL;
+      return BAD_INVALID;
     }
 }
 
@@ -158,28 +155,23 @@ std::string badguykind_to_string(BadGuyKind kind)
     }
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    LispReader& lispreader)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
   : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
-  lispreader.read_float("x", &start_position.x);
-  lispreader.read_float("y", &start_position.y);
+  lispreader.read_float("x", start_position.x);
+  lispreader.read_float("y", start_position.y);
 
   kind     = kind_;
 
   stay_on_platform = false;
-  lispreader.read_bool("stay-on-platform", &stay_on_platform);  
+  lispreader.read_bool("stay-on-platform", stay_on_platform);
 
   init();
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    float x, float y)
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+  : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
   start_position.x = x;
   start_position.y = y;
   stay_on_platform = false;
@@ -222,8 +214,8 @@ BadGuy::init()
         --base.y;
     }
 
-  if(World::current()->camera) {
-    Vector scroll = World::current()->camera->get_translation();
+  if(Sector::current() && Sector::current()->camera) {
+    Vector scroll = Sector::current()->camera->get_translation();
 
     if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
         start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
@@ -231,6 +223,10 @@ BadGuy::init()
         start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
       activate(LEFT);
     }
+  } else {
+    if(start_position.x > 0 && start_position.x <= screen->w
+        && start_position.y > 0 && start_position.y <= screen->h)
+      activate(LEFT);
   }
 }
 
@@ -315,7 +311,7 @@ BadGuy::activate(Direction activation_dir)
 void
 BadGuy::action_mriceblock(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   if(mode != HELD)
     fall();
@@ -370,7 +366,7 @@ BadGuy::action_mriceblock(double elapsed_time)
       check_horizontal_bump();
       if(mode == KICK && changed != dir)
         {
-          float scroll_x = World::current()->camera->get_translation().x;
+          float scroll_x = Sector::current()->camera->get_translation().x;
           
           /* handle stereo sound (number 10 should be tweaked...)*/
           if (base.x < scroll_x + screen->w/2 - 10)
@@ -401,7 +397,7 @@ BadGuy::check_horizontal_bump(bool checkcliff)
     if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+            Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
             
         dir = RIGHT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@ -410,7 +406,8 @@ BadGuy::check_horizontal_bump(bool checkcliff)
     if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
     {
         if (kind == BAD_MRICEBLOCK && mode == KICK)
-            World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+            Sector::current()->trybreakbrick(
+                Vector(base.x + base.width, (int) base.y + halfheight), false);
             
         dir = LEFT;
         physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@ -504,7 +501,7 @@ BadGuy::action_jumpy(double elapsed_time)
   else
     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
 
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const float JUMPV = 6;
     
@@ -571,7 +568,7 @@ BadGuy::action_bomb(double elapsed_time)
       dying = DYING_NOT; // now the bomb hurts
       timer.start(EXPLODETIME);
 
-      float scroll_x = World::current()->camera->get_translation().x;                 
+      float scroll_x = Sector::current()->camera->get_translation().x;
 
       /* play explosion sound */  // FIXME: is the stereo all right? maybe we should use player cordinates...
       if (base.x < scroll_x + screen->w/2 - 10)
@@ -595,7 +592,7 @@ BadGuy::action_bomb(double elapsed_time)
 void
 BadGuy::action_stalactite(double elapsed_time)
 {
-  Player& tux = *World::current()->get_tux();
+  Player& tux = *Sector::current()->player;
 
   static const int SHAKETIME = 800;
   static const int RANGE = 40;
@@ -662,8 +659,9 @@ BadGuy::action_fish(double elapsed_time)
   static const int WAITTIME = 1000;
     
   // go in wait mode when back in water
-  if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
-        && physic.get_velocity_y() <= 0 && mode == NORMAL)
+  if(dying == DYING_NOT 
+      && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+      && physic.get_velocity_y() <= 0 && mode == NORMAL)
     {
       mode = FISH_WAIT;
       set_sprite(0, 0);
@@ -805,7 +803,7 @@ BadGuy::action_wingling(double elapsed_time)
     physic.enable_gravity(true);
   else
   {
-    Player& tux = *World::current()->get_tux();
+    Player& tux = *Sector::current()->player;
     int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
 
     if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
@@ -834,11 +832,29 @@ BadGuy::action_wingling(double elapsed_time)
 void
 BadGuy::action_walkingtree(double elapsed_time)
 {
+  Player& tux = *Sector::current()->player;
+  Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
+
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
   fall();
 
+  if (mode == BGM_BIG)
+  {
+    if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
+    {
+      dir = RIGHT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+    else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
+    {
+      dir = LEFT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+  }
+  
+
   physic.apply(elapsed_time, base.x, base.y);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);
@@ -848,15 +864,14 @@ BadGuy::action_walkingtree(double elapsed_time)
     remove_me();
 }
 
-
 void
 BadGuy::action(float elapsed_time)
 {
-  float scroll_x = World::current()->camera->get_translation().x;
-  float scroll_y = World::current()->camera->get_translation().y;
+  float scroll_x = Sector::current()->camera->get_translation().x;
+  float scroll_y = Sector::current()->camera->get_translation().y;
   
   // BadGuy fall below the ground
-  if (base.y > World::current()->get_level()->height * 32) {
+  if (base.y > Sector::current()->solids->get_height() * 32) {
     remove_me();
     return;
   }
@@ -963,25 +978,20 @@ BadGuy::action(float elapsed_time)
 }
 
 void
-BadGuy::draw(Camera& viewport, int)
+BadGuy::draw(DrawingContext& context)
 {
-  float scroll_x = viewport.get_translation().x;
-  float scroll_y = viewport.get_translation().y;
-
-  // Don't try to draw stuff that is outside of the screen
-  if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+  if(sprite == 0)
     return;
-  
-  if(sprite_left == 0 || sprite_right == 0)
-    {
-      return;
-    }
 
-  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
-  sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
+  if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
+  else
+    sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
 
-  if (debug_mode)
-    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+  if(debug_mode)
+    context.draw_filled_rect(Vector(base.x, base.y),
+        Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
 }
 
 void
@@ -1042,7 +1052,7 @@ BadGuy::squish_me(Player* player)
 {
   make_player_jump(player);
     
-  World::current()->add_score(Vector(base.x, base.y),
+  Sector::current()->add_score(Vector(base.x, base.y),
                               50 * player_status.score_multiplier);
   play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
   player_status.score_multiplier++;
@@ -1059,10 +1069,10 @@ BadGuy::squish(Player* player)
     
   if(kind == BAD_MRBOMB) {
     // mrbomb transforms into a bomb now
-    explode();
+    explode(false);
     
     make_player_jump(player);
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 50 * player_status.score_multiplier);
     play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
     player_status.score_multiplier++;
@@ -1114,7 +1124,7 @@ BadGuy::squish(Player* player)
       
     make_player_jump(player);
              
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
     player_status.score_multiplier++;
      
@@ -1146,7 +1156,7 @@ BadGuy::squish(Player* player)
       make_player_jump(player);
       base.y += 66 - base.height;
              
-      World::current()->add_score(Vector(base.x, base.y),
+      Sector::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
       player_status.score_multiplier++;
 
@@ -1168,7 +1178,7 @@ BadGuy::kill_me(int score)
     set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
     if(mode == HELD) {
       mode = NORMAL;
-      Player& tux = *World::current()->get_tux();  
+      Player& tux = *Sector::current()->player;
       tux.holding_something = false;
     }
   }
@@ -1177,7 +1187,7 @@ BadGuy::kill_me(int score)
 
   /* Gain some points: */
   if (score != 0)
-    World::current()->add_score(Vector(base.x, base.y),
+    Sector::current()->add_score(Vector(base.x, base.y),
                                 score * player_status.score_multiplier);
 
   /* Play death sound: */
@@ -1185,9 +1195,15 @@ BadGuy::kill_me(int score)
 }
 
 void
-BadGuy::explode()
+BadGuy::explode(bool right_way)
 {
-  World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  if(right_way)
+    {
+    badguy->timer.start(0);
+    badguy->mode = BOMB_TICKING;
+    }
+
   remove_me();
 }
 
@@ -1258,7 +1274,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(true);
           return;
         }
         else if (pbad_c->kind != BAD_MRBOMB)
@@ -1273,7 +1289,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(false);
           return;
         }
         else