X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=888694e0fc54fa5a6bbd4948856a4a7703aeed59;hb=c4a1129cfccd204f4267f8ee838f95dd6ebad1cc;hp=8cbec1db3ec32ac4b6134143458a2954498caeb0;hpb=0b2544c63d6c45c8489120aa6eaf1916a0481f5f;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 8cbec1db3..888694e0f 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -28,22 +28,23 @@ #include static const float SQUISH_TIME = 2; - + 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), +BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) : + MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED), physic(), - countMe(true), + countMe(true), is_initialized(false), start_position(), - dir(LEFT), - start_dir(AUTO), - frozen(false), + dir(LEFT), + start_dir(AUTO), + frozen(false), ignited(false), + in_water(false), dead_script(), - state(STATE_INIT), + state(STATE_INIT), is_active_flag(), state_timer(), on_ground_flag(false), @@ -52,53 +53,57 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) : { start_position = bbox.p1; - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + 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), +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), + countMe(true), + is_initialized(false), start_position(), - dir(direction), - start_dir(direction), - frozen(false), + dir(direction), + start_dir(direction), + frozen(false), ignited(false), + in_water(false), dead_script(), - state(STATE_INIT), + state(STATE_INIT), is_active_flag(), state_timer(), - on_ground_flag(false), + 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"); + 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), +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), + countMe(true), + is_initialized(false), start_position(), - dir(LEFT), + dir(LEFT), start_dir(AUTO), - frozen(false), - ignited(false), + frozen(false), + ignited(false), + in_water(false), dead_script(), - state(STATE_INIT), + state(STATE_INIT), is_active_flag(), state_timer(), - on_ground_flag(false), + on_ground_flag(false), floor_normal(), colgroup_active(COLGROUP_MOVING) { @@ -111,8 +116,9 @@ BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) reader.get("dead-script", dead_script); - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + 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; } @@ -126,7 +132,7 @@ BadGuy::draw(DrawingContext& context) 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 { @@ -140,6 +146,15 @@ 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 @@ -222,6 +239,16 @@ 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(); @@ -261,11 +288,20 @@ BadGuy::collision(GameObject& other, const CollisionHit& 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; } } + if(player->is_stone()) { + collision_solid(hit); + return FORCE_MOVE; + } + return collision_player(*player, hit); } @@ -292,8 +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; } @@ -305,9 +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 @@ -359,7 +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); @@ -377,12 +428,18 @@ BadGuy::kill_squished(GameObject& object) void BadGuy::kill_fall() { - sound_manager->play("sounds/fall.wav", get_pos()); + 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(); } @@ -394,7 +451,7 @@ BadGuy::run_dead_script() Sector::current()->get_level()->stats.badguys++; countMe = false; - + // start dead-script if(dead_script != "") { std::istringstream stream(dead_script); @@ -403,14 +460,14 @@ BadGuy::run_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; @@ -460,8 +517,8 @@ BadGuy::try_activate() // 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)) { + Player* player_ = get_nearest_player(); + if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) { dir = RIGHT; } else { dir = LEFT; @@ -533,6 +590,15 @@ 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 @@ -540,6 +606,13 @@ BadGuy::unfreeze() { 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 @@ -554,6 +627,12 @@ BadGuy::is_frozen() const return frozen; } +bool +BadGuy::is_in_water() const +{ + return in_water; +} + void BadGuy::ignite() { @@ -576,12 +655,12 @@ BadGuy::is_ignited() const { return ignited; } - -void -BadGuy::set_colgroup_active(CollisionGroup group) + +void +BadGuy::set_colgroup_active(CollisionGroup group_) { - this->colgroup_active = group; - if (state == STATE_ACTIVE) set_group(group); + this->colgroup_active = group_; + if (state == STATE_ACTIVE) set_group(group_); } /* EOF */