X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=ebea262a0c6dda4258cb6f351c177e7a1d0a1958;hb=092556fd403b1464402c741f949c48f04f628ee8;hp=e14e81c4791d70be89b723aaadec829acee91b39;hpb=18c69f4aa24d496f84a088d60c18b180c293dace;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index e14e81c47..ebea262a0 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -16,8 +16,6 @@ #include "badguy/badguy.hpp" -#include - #include "audio/sound_manager.hpp" #include "object/bullet.hpp" #include "object/player.hpp" @@ -26,23 +24,27 @@ #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), +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), + 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), @@ -51,53 +53,55 @@ 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.ogg"); 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), 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.ogg"); 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), 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) { @@ -110,8 +114,9 @@ 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.ogg"); dir = (start_dir == AUTO) ? LEFT : start_dir; } @@ -125,7 +130,7 @@ 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 { @@ -139,6 +144,15 @@ 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 @@ -218,6 +234,19 @@ 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.ogg", 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(); @@ -239,12 +268,15 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) 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 return collision_badguy(*badguy, hit); } @@ -254,11 +286,20 @@ 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 ABORT_MOVE; + return FORCE_MOVE; } } + if(player->is_stone()) { + collision_solid(hit); + return FORCE_MOVE; + } + return collision_player(*player, hit); } @@ -285,8 +326,11 @@ 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; } @@ -298,9 +342,19 @@ 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 @@ -352,7 +406,9 @@ 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); @@ -370,12 +426,18 @@ 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(); } @@ -387,7 +449,7 @@ BadGuy::run_dead_script() Sector::current()->get_level()->stats.badguys++; countMe = false; - + // start dead-script if(dead_script != "") { std::istringstream stream(dead_script); @@ -396,14 +458,14 @@ 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; @@ -432,7 +494,9 @@ BadGuy::is_offscreen() Player* player = get_nearest_player(); if (!player) return false; Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); - if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) { + // 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; @@ -441,19 +505,18 @@ BadGuy::is_offscreen() void BadGuy::try_activate() { - // 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 + // Don't activate if player is dying Player* player = get_nearest_player(); if (!player) return; - Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); - if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) { + + if (!is_offscreen()) { set_state(STATE_ACTIVE); 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)) { + Player* player_ = get_nearest_player(); + if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) { dir = RIGHT; } else { dir = LEFT; @@ -479,27 +542,18 @@ 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; - if (player->is_dying() || player->is_dead()) continue; - return player; - } - - return 0; + return Sector::current()->get_nearest_player (this->get_bbox ()); } void @@ -534,6 +588,15 @@ 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 @@ -541,6 +604,13 @@ 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 @@ -555,6 +625,12 @@ BadGuy::is_frozen() const return frozen; } +bool +BadGuy::is_in_water() const +{ + return in_water; +} + void BadGuy::ignite() { @@ -577,12 +653,12 @@ 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 */