X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=19e8d8b496aca34a4e78f3014698cb5b5dba1510;hb=791b577793d178a35031a6585ebc9a73b94f299c;hp=8af388562e290256d2392b67d809bdfd994206fe;hpb=5b7f9214cb929399f1a855ef5807018a9447d510;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 8af388562..19e8d8b49 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,7 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2005 Matthias Braun +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -12,29 +12,65 @@ // 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. +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include "badguy.hpp" #include "object/camera.hpp" +#include "object/tilemap.hpp" +#include "tile.hpp" #include "statistics.hpp" +#include "game_session.hpp" +#include "log.hpp" +#include "level.hpp" +#include "object/bullet.hpp" +#include "main.hpp" +#include "object/particles.hpp" +#include "random_generator.hpp" static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; -BadGuy::BadGuy() - : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT) +BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), + dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), + state(STATE_INIT), on_ground_flag(false) { + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } -BadGuy::~BadGuy() +BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), + dir(direction), start_dir(direction), frozen(false), ignited(false), + state(STATE_INIT), on_ground_flag(false) { - delete sprite; + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); +} + +BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer) + : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false) +{ + start_position = bbox.p1; + + std::string dir_str = "auto"; + reader.get("direction", dir_str); + start_dir = str2dir( dir_str ); + dir = start_dir; + + reader.get("dead-script", dead_script); + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } void @@ -45,12 +81,12 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { - uint32_t old_effect = context.get_drawing_effect(); - context.set_drawing_effect(old_effect | VERTICAL_FLIP); - sprite->draw(context, get_pos(), LAYER_OBJECTS); + DrawingEffect old_effect = context.get_drawing_effect(); + context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); + sprite->draw(context, get_pos(), layer); context.set_drawing_effect(old_effect); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } } @@ -62,9 +98,10 @@ BadGuy::update(float elapsed_time) return; } if(is_offscreen()) { + if (state == STATE_ACTIVE) deactivate(); set_state(STATE_INACTIVE); } - + switch(state) { case STATE_ACTIVE: active_update(elapsed_time); @@ -85,6 +122,23 @@ BadGuy::update(float elapsed_time) movement = physic.get_movement(elapsed_time); break; } + + on_ground_flag = false; +} + +Direction +BadGuy::str2dir( std::string dir_str ) +{ + if( dir_str == "auto" ) + return AUTO; + if( dir_str == "left" ) + return LEFT; + if( dir_str == "right" ) + return RIGHT; + + //default to "auto" + log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;; + return AUTO; } void @@ -98,6 +152,12 @@ BadGuy::deactivate() } void +BadGuy::write(lisp::Writer& ) +{ + log_warning << "tried to write out a generic badguy" << std::endl; +} + +void BadGuy::active_update(float elapsed_time) { movement = physic.get_movement(elapsed_time); @@ -108,6 +168,22 @@ BadGuy::inactive_update(float ) { } +void +BadGuy::collision_tile(uint32_t tile_attributes) +{ + if(tile_attributes & Tile::HURTS) { + if (tile_attributes & Tile::FIRE) { + if (is_flammable()) ignite(); + } + else if (tile_attributes & Tile::ICE) { + if (is_freezable()) freeze(); + } + else { + kill_fall(); + } + } +} + HitResponse BadGuy::collision(GameObject& other, const CollisionHit& hit) { @@ -116,22 +192,39 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) case STATE_INACTIVE: return ABORT_MOVE; case STATE_ACTIVE: { - if(other.get_flags() & FLAG_SOLID) - return collision_solid(other, hit); - BadGuy* badguy = dynamic_cast (&other); - if(badguy && badguy->state == STATE_ACTIVE) - return collision_badguy(*badguy, hit); + if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING) { + + // hit from above? + if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(collision_squished(*badguy)) { + return ABORT_MOVE; + } + } + + return collision_badguy(*badguy, hit); + } Player* player = dynamic_cast (&other); - if(player) + if(player) { + + // hit from above? + if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(collision_squished(*player)) { + return ABORT_MOVE; + } + } + return collision_player(*player, hit); + } + + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); return FORCE_MOVE; } case STATE_SQUISHED: - if(other.get_flags() & FLAG_SOLID) - return CONTINUE; return FORCE_MOVE; case STATE_FALLING: return FORCE_MOVE; @@ -140,10 +233,12 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) return ABORT_MOVE; } -HitResponse -BadGuy::collision_solid(GameObject& , const CollisionHit& ) +void +BadGuy::collision_solid(const CollisionHit& hit) { - return FORCE_MOVE; + physic.set_velocity_x(0); + physic.set_velocity_y(0); + update_on_ground_flag(hit); } HitResponse @@ -153,16 +248,10 @@ BadGuy::collision_player(Player& player, const CollisionHit& ) kill_fall(); return ABORT_MOVE; } - // hit from above? - if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y < - (get_bbox().p1.y + get_bbox().p2.y) / 2) { - // if it's not is it possible to squish us, then this will hurt - if(!collision_squished(player)) - player.kill(Player::SHRINK); - return FORCE_MOVE; - } - player.kill(Player::SHRINK); + if(frozen) + unfreeze(); + player.kill(false); return FORCE_MOVE; } @@ -173,31 +262,106 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& ) } bool -BadGuy::collision_squished(Player& ) +BadGuy::collision_squished(GameObject& ) { return false; } +HitResponse +BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit) +{ + if (is_frozen()) { + if(bullet.get_type() == FIRE_BONUS) { + // fire bullet thaws frozen badguys + unfreeze(); + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets ricochet + bullet.ricochet(*this, hit); + return FORCE_MOVE; + } + } + else if (is_ignited()) { + if(bullet.get_type() == ICE_BONUS) { + // ice bullets extinguish ignited badguys + extinguish(); + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets are absorbed by ignited badguys + bullet.remove_me(); + return FORCE_MOVE; + } + } + else if(bullet.get_type() == FIRE_BONUS && is_flammable()) { + // fire bullets ignite flammable badguys + ignite(); + bullet.remove_me(); + return ABORT_MOVE; + } + else if(bullet.get_type() == ICE_BONUS && is_freezable()) { + // ice bullets freeze freezable badguys + freeze(); + bullet.remove_me(); + return ABORT_MOVE; + } + else { + // in all other cases, bullets ricochet + bullet.ricochet(*this, hit); + return FORCE_MOVE; + } +} + void -BadGuy::kill_squished(Player& player) +BadGuy::kill_squished(GameObject& object) { sound_manager->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); physic.set_velocity_y(0); set_state(STATE_SQUISHED); - global_stats.add_points(BADGUYS_KILLED_STAT, 1); - player.bounce(*this); + set_group(COLGROUP_MOVING_ONLY_STATIC); + Player* player = dynamic_cast(&object); + if (player) { + if (countMe) Sector::current()->get_level()->stats.badguys++; + player->bounce(*this); + } + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } } void BadGuy::kill_fall() { sound_manager->play("sounds/fall.wav", get_pos()); - global_stats.add_points(BADGUYS_KILLED_STAT, 1); + if (countMe) Sector::current()->get_level()->stats.badguys++; physic.set_velocity_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } +} + +void +BadGuy::run_dead_script() +{ + if (countMe) + Sector::current()->get_level()->stats.badguys++; + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } } void @@ -213,7 +377,7 @@ BadGuy::set_state(State state) state_timer.start(SQUISH_TIME); break; case STATE_ACTIVE: - flags &= ~FLAG_NO_COLLDET; + set_group(COLGROUP_MOVING); bbox.set_pos(start_position); break; case STATE_INACTIVE: @@ -221,10 +385,10 @@ BadGuy::set_state(State state) if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) { remove_me(); } - flags |= FLAG_NO_COLLDET; + set_group(COLGROUP_DISABLED); break; case STATE_FALLING: - flags |= FLAG_NO_COLLDET; + set_group(COLGROUP_DISABLED); break; default: break; @@ -236,11 +400,11 @@ BadGuy::is_offscreen() { float scroll_x = Sector::current()->camera->get_translation().x; float scroll_y = Sector::current()->camera->get_translation().y; - + if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE - || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE + || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE - || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE) + || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT) return true; return false; @@ -255,36 +419,162 @@ BadGuy::try_activate() /* Activate badguys if they're just around the screen to avoid * the effect of having badguys suddenly popping up from nowhere. */ + //Badguy left of screen if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && start_position.x < scroll_x - bbox.get_width() && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = RIGHT; + start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) { + if (start_dir != AUTO) dir = start_dir; else dir = RIGHT; set_state(STATE_ACTIVE); activate(); - } else if (start_position.x > scroll_x && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && + //Badguy right of screen + } else if (start_position.x > scroll_x + SCREEN_WIDTH && + start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; + start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) { + if (start_dir != AUTO) dir = start_dir; else dir = LEFT; set_state(STATE_ACTIVE); activate(); + //Badguy over or under screen } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && - ((start_position.y > scroll_y && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) || - (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y))) { - dir = start_position.x < scroll_x ? RIGHT : LEFT; - set_state(STATE_ACTIVE); - activate(); + start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE && + ((start_position.y > scroll_y + SCREEN_HEIGHT && + start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) || + (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && + start_position.y < scroll_y - bbox.get_height() ))) { + if (start_dir != AUTO) dir = start_dir; + else{ + // if nearest player is to our right, start facing right + Player* player = get_nearest_player(); + if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { + dir = RIGHT; + } else { + dir = LEFT; + } + } + set_state(STATE_ACTIVE); + activate(); } else if(state == STATE_INIT && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE - && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE + && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE - && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; + && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT ) { + if (start_dir != AUTO) { + dir = start_dir; + } else { + // if nearest player is to our right, start facing right + Player* player = get_nearest_player(); + if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { + dir = RIGHT; + } else { + dir = LEFT; + } + } set_state(STATE_ACTIVE); activate(); - } + } +} + +bool +BadGuy::might_fall(int height) +{ + // make sure we check for at least a 1-pixel fall + assert(height > 0); + + float x1; + float x2; + float y1 = bbox.p2.y + 1; + float y2 = bbox.p2.y + 1 + height; + if (dir == LEFT) { + x1 = bbox.p1.x - 1; + x2 = bbox.p1.x - 1; + } else { + x1 = bbox.p2.x + 1; + x2 = bbox.p2.x + 1; + } + return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2)); +} + +Player* +BadGuy::get_nearest_player() +{ + // FIXME: does not really return nearest player + + std::vector players = Sector::current()->get_players(); + for (std::vector::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) { + Player* player = *playerIter; + return player; + } + + return 0; +} + +void +BadGuy::update_on_ground_flag(const CollisionHit& hit) +{ + if (hit.bottom) { + on_ground_flag = true; + floor_normal = hit.slope_normal; + } +} + +bool +BadGuy::on_ground() +{ + return on_ground_flag; +} + +Vector +BadGuy::get_floor_normal() +{ + return floor_normal; +} + +void +BadGuy::freeze() +{ + set_group(COLGROUP_MOVING_STATIC); + frozen = true; +} + +void +BadGuy::unfreeze() +{ + set_group(COLGROUP_MOVING); + frozen = false; +} + +bool +BadGuy::is_freezable() const +{ + return false; +} + +bool +BadGuy::is_frozen() const +{ + return frozen; +} + +void +BadGuy::ignite() +{ + kill_fall(); +} + +void +BadGuy::extinguish() +{ +} + +bool +BadGuy::is_flammable() const +{ + return true; +} + +bool +BadGuy::is_ignited() const +{ + return ignited; }