X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=888694e0fc54fa5a6bbd4948856a4a7703aeed59;hb=c4a1129cfccd204f4267f8ee838f95dd6ebad1cc;hp=75e59d348649fa9ad58d8d1e687cd24464bd3545;hpb=22ebbf03379aad8d3fc704e47e6cfa7acca8651d;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 75e59d348..888694e0f 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,12 +1,10 @@ -// $Id$ -// // SuperTux // 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 -// 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 @@ -14,45 +12,100 @@ // 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 - -#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" +// along with this program. If not, see . + +#include "badguy/badguy.hpp" + +#include "audio/sound_manager.hpp" #include "object/bullet.hpp" -#include "main.hpp" +#include "object/player.hpp" +#include "supertux/level.hpp" +#include "supertux/sector.hpp" +#include "supertux/tile.hpp" +#include "util/reader.hpp" + +#include +#include static const float SQUISH_TIME = 2; -static const float X_OFFSCREEN_DISTANCE = 1600; -static const float Y_OFFSCREEN_DISTANCE = 1200; -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) +static const float X_OFFSCREEN_DISTANCE = 1280; +static const float Y_OFFSCREEN_DISTANCE = 800; + +BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) : + MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED), + physic(), + countMe(true), + is_initialized(false), + start_position(), + dir(LEFT), + start_dir(AUTO), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) { start_position = bbox.p1; - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); -} - -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) + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/splash.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; +} + +BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) : + MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED), + physic(), + countMe(true), + is_initialized(false), + start_position(), + dir(direction), + start_dir(direction), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) { 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) + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/splash.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; +} + +BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) : + MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED), + physic(), + countMe(true), + is_initialized(false), + start_position(), + dir(LEFT), + start_dir(AUTO), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) { start_position = bbox.p1; @@ -61,20 +114,25 @@ BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int lay start_dir = str2dir( dir_str ); dir = start_dir; - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + reader.get("dead-script", dead_script); + + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/splash.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; } void BadGuy::draw(DrawingContext& context) { - if(!sprite) + if(!sprite.get()) return; if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { DrawingEffect old_effect = context.get_drawing_effect(); - context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); + context.set_drawing_effect(old_effect | VERTICAL_FLIP); sprite->draw(context, get_pos(), layer); context.set_drawing_effect(old_effect); } else { @@ -86,24 +144,37 @@ void BadGuy::update(float elapsed_time) { if(!Sector::current()->inside(bbox)) { + is_active_flag = false; remove_me(); + if(countMe) { + // get badguy name from sprite_name ignoring path and extension + std::string badguy = sprite_name.substr(0, sprite_name.length() - 7); + int path_chars = badguy.rfind("/",badguy.length()); + badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars); + // log warning since badguys_killed can no longer reach total_badguys + std::string current_level = "[" + Sector::current()->get_level()->filename + "] "; + log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <stop_animation(); } void @@ -163,10 +236,23 @@ BadGuy::inactive_update(float ) void BadGuy::collision_tile(uint32_t tile_attributes) { + // Don't kill badguys that have already been killed + if (!is_active()) return; + + if(tile_attributes & Tile::WATER && !is_in_water()) + { + in_water = true; + SoundManager::current()->play("sounds/splash.wav", get_pos()); + } + if(!(tile_attributes & Tile::WATER) && is_in_water()) + { + in_water = false; + } + if(tile_attributes & Tile::HURTS) { if (tile_attributes & Tile::FIRE) { if (is_flammable()) ignite(); - } + } else if (tile_attributes & Tile::ICE) { if (is_freezable()) freeze(); } @@ -179,50 +265,51 @@ BadGuy::collision_tile(uint32_t tile_attributes) HitResponse BadGuy::collision(GameObject& other, const CollisionHit& hit) { - switch(state) { - case STATE_INIT: - case STATE_INACTIVE: - return ABORT_MOVE; - case STATE_ACTIVE: { - BadGuy* badguy = dynamic_cast (&other); - 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); + if (!is_active()) return ABORT_MOVE; + + BadGuy* badguy = dynamic_cast (&other); + if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) { + + /* Badguys don't let badguys squish other badguys. It's bad. */ +#if 0 + // hit from above? + if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(collision_squished(*badguy)) { + return ABORT_MOVE; } + } +#endif - Player* player = dynamic_cast (&other); - if(player) { + return collision_badguy(*badguy, hit); + } - // hit from above? - if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { - if(collision_squished(*player)) { - return ABORT_MOVE; - } - } + Player* player = dynamic_cast (&other); + if(player) { - return collision_player(*player, hit); + // hit from above? + if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(player->is_stone()) { + kill_fall(); + return FORCE_MOVE; } + if(collision_squished(*player)) { + return FORCE_MOVE; + } + } - Bullet* bullet = dynamic_cast (&other); - if(bullet) - return collision_bullet(*bullet, hit); - + if(player->is_stone()) { + collision_solid(hit); return FORCE_MOVE; } - case STATE_SQUISHED: - return FORCE_MOVE; - case STATE_FALLING: - return FORCE_MOVE; + + return collision_player(*player, hit); } - return ABORT_MOVE; + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); + + return FORCE_MOVE; } void @@ -241,8 +328,11 @@ BadGuy::collision_player(Player& player, const CollisionHit& ) return ABORT_MOVE; } + //TODO: unfreeze timer if(frozen) - unfreeze(); + //unfreeze(); + return FORCE_MOVE; + player.kill(false); return FORCE_MOVE; } @@ -254,9 +344,19 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& ) } bool -BadGuy::collision_squished(GameObject& ) +BadGuy::collision_squished(GameObject& object) { - return false; + // frozen badguys can be killed with butt-jump + if(frozen) + { + Player* player = dynamic_cast(&object); + if(player && (player->does_buttjump)) { + player->bounce(*this); + kill_fall();//TODO: shatter frozen badguys + return true; + } + } + return false; } HitResponse @@ -273,7 +373,7 @@ BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit) bullet.ricochet(*this, hit); return FORCE_MOVE; } - } + } else if (is_ignited()) { if(bullet.get_type() == ICE_BONUS) { // ice bullets extinguish ignited badguys @@ -308,7 +408,9 @@ BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit) void BadGuy::kill_squished(GameObject& object) { - sound_manager->play("sounds/squish.wav", get_pos()); + if (!is_active()) return; + + SoundManager::current()->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); physic.set_velocity_y(0); @@ -316,36 +418,62 @@ BadGuy::kill_squished(GameObject& object) 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 + run_dead_script(); } void BadGuy::kill_fall() { - sound_manager->play("sounds/fall.wav", get_pos()); - if (countMe) Sector::current()->get_level()->stats.badguys++; + if (!is_active()) return; + + SoundManager::current()->play("sounds/fall.wav", get_pos()); physic.set_velocity_y(0); + physic.set_acceleration_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); + + // Set the badguy layer to be the foremost, so that + // this does not reveal secret tilemaps: + layer = Sector::current()->get_foremost_layer() + 1; + + // start dead-script + run_dead_script(); +} + +void +BadGuy::run_dead_script() +{ + if (countMe) + Sector::current()->get_level()->stats.badguys++; + + countMe = false; + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } } void -BadGuy::set_state(State state) +BadGuy::set_state(State state_) { - if(this->state == state) + if(this->state == state_) return; State laststate = this->state; - this->state = state; - switch(state) { + this->state = state_; + switch(state_) { case STATE_SQUISHED: state_timer.start(SQUISH_TIME); break; case STATE_ACTIVE: - set_group(COLGROUP_MOVING); - bbox.set_pos(start_position); + set_group(colgroup_active); + //bbox.set_pos(start_position); break; case STATE_INACTIVE: // was the badguy dead anyway? @@ -365,79 +493,41 @@ BadGuy::set_state(State state) bool 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.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE - || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE) - return true; - - return false; + Player* player = get_nearest_player(); + if (!player) return false; + Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); + // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px + // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px + if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) { + return false; + } + return true; } void BadGuy::try_activate() { - float scroll_x = Sector::current()->camera->get_translation().x; - float scroll_y = Sector::current()->camera->get_translation().y; - - /* 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) { - if (start_dir != AUTO) dir = start_dir; else dir = RIGHT; - set_state(STATE_ACTIVE); - activate(); - //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) { - if (start_dir != AUTO) dir = start_dir; else dir = LEFT; + // Don't activate if player is dying + Player* player = get_nearest_player(); + if (!player) return; + + if (!is_offscreen()) { 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 + 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.y > scroll_y - Y_OFFSCREEN_DISTANCE - && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - 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; + if (!is_initialized) { + + // if starting direction was set to AUTO, this is our chance to re-orient the badguy + if (start_dir == AUTO) { + Player* player_ = get_nearest_player(); + if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) { + dir = RIGHT; + } else { + dir = LEFT; + } } + + initialize(); + is_initialized = true; } - set_state(STATE_ACTIVE); activate(); } } @@ -454,26 +544,18 @@ BadGuy::might_fall(int height) float y2 = bbox.p2.y + 1 + height; if (dir == LEFT) { x1 = bbox.p1.x - 1; - x2 = bbox.p1.x - 1; + x2 = bbox.p1.x; } else { - x1 = bbox.p2.x + 1; + x1 = bbox.p2.x; x2 = bbox.p2.x + 1; } - return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2)); + return Sector::current()->is_free_of_statics(Rectf(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; + return Sector::current()->get_nearest_player (this->get_bbox ()); } void @@ -491,6 +573,12 @@ BadGuy::on_ground() return on_ground_flag; } +bool +BadGuy::is_active() +{ + return is_active_flag; +} + Vector BadGuy::get_floor_normal() { @@ -502,13 +590,29 @@ BadGuy::freeze() { set_group(COLGROUP_MOVING_STATIC); frozen = true; + + if(sprite->has_action("iced-left")) + sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1); + // when no iced action exists, default to shading badguy blue + else + { + sprite->set_color(Color(0.60, 0.72, 0.88f)); + sprite->stop_animation(); + } } void BadGuy::unfreeze() { - set_group(COLGROUP_MOVING); + set_group(colgroup_active); frozen = false; + + // restore original color if needed + if(!sprite->has_action("iced-left")) + { + sprite->set_color(Color(1.00, 1.00, 1.00f)); + sprite->set_animation_loops(); + } } bool @@ -523,26 +627,40 @@ BadGuy::is_frozen() const return frozen; } -void -BadGuy::ignite() +bool +BadGuy::is_in_water() const +{ + return in_water; +} + +void +BadGuy::ignite() { kill_fall(); } -void -BadGuy::extinguish() +void +BadGuy::extinguish() { } -bool -BadGuy::is_flammable() const +bool +BadGuy::is_flammable() const { return true; } -bool -BadGuy::is_ignited() const +bool +BadGuy::is_ignited() const { return ignited; } +void +BadGuy::set_colgroup_active(CollisionGroup group_) +{ + this->colgroup_active = group_; + if (state == STATE_ACTIVE) set_group(group_); +} + +/* EOF */