2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/badguy.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "object/bullet.hpp"
21 #include "object/player.hpp"
22 #include "supertux/level.hpp"
23 #include "supertux/sector.hpp"
24 #include "supertux/tile.hpp"
25 #include "util/reader.hpp"
30 static const float SQUISH_TIME = 2;
32 static const float X_OFFSCREEN_DISTANCE = 1280;
33 static const float Y_OFFSCREEN_DISTANCE = 800;
35 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
36 MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
39 is_initialized(false),
50 on_ground_flag(false),
52 colgroup_active(COLGROUP_MOVING)
54 start_position = bbox.p1;
56 SoundManager::current()->preload("sounds/squish.wav");
57 SoundManager::current()->preload("sounds/fall.wav");
58 SoundManager::current()->preload("sounds/splash.ogg");
60 dir = (start_dir == AUTO) ? LEFT : start_dir;
63 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) :
64 MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
67 is_initialized(false),
77 on_ground_flag(false),
79 colgroup_active(COLGROUP_MOVING)
81 start_position = bbox.p1;
83 SoundManager::current()->preload("sounds/squish.wav");
84 SoundManager::current()->preload("sounds/fall.wav");
85 SoundManager::current()->preload("sounds/splash.ogg");
87 dir = (start_dir == AUTO) ? LEFT : start_dir;
90 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) :
91 MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED),
94 is_initialized(false),
104 on_ground_flag(false),
106 colgroup_active(COLGROUP_MOVING)
108 start_position = bbox.p1;
110 std::string dir_str = "auto";
111 reader.get("direction", dir_str);
112 start_dir = str2dir( dir_str );
115 reader.get("dead-script", dead_script);
117 SoundManager::current()->preload("sounds/squish.wav");
118 SoundManager::current()->preload("sounds/fall.wav");
119 SoundManager::current()->preload("sounds/splash.ogg");
121 dir = (start_dir == AUTO) ? LEFT : start_dir;
125 BadGuy::draw(DrawingContext& context)
129 if(state == STATE_INIT || state == STATE_INACTIVE)
131 if(state == STATE_FALLING) {
132 DrawingEffect old_effect = context.get_drawing_effect();
133 context.set_drawing_effect(old_effect | VERTICAL_FLIP);
134 sprite->draw(context, get_pos(), layer);
135 context.set_drawing_effect(old_effect);
137 sprite->draw(context, get_pos(), layer);
142 BadGuy::update(float elapsed_time)
144 if(!Sector::current()->inside(bbox)) {
145 is_active_flag = false;
148 // get badguy name from sprite_name ignoring path and extension
149 std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
150 int path_chars = badguy.rfind("/",badguy.length());
151 badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
152 // log warning since badguys_killed can no longer reach total_badguys
153 std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
154 log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
158 if ((state != STATE_INACTIVE) && is_offscreen()) {
159 if (state == STATE_ACTIVE) deactivate();
160 set_state(STATE_INACTIVE);
165 is_active_flag = true;
166 active_update(elapsed_time);
170 is_active_flag = false;
171 inactive_update(elapsed_time);
175 is_active_flag = false;
176 if(state_timer.check()) {
180 movement = physic.get_movement(elapsed_time);
183 is_active_flag = false;
184 movement = physic.get_movement(elapsed_time);
188 on_ground_flag = false;
192 BadGuy::str2dir( std::string dir_str )
194 if( dir_str == "auto" )
196 if( dir_str == "left" )
198 if( dir_str == "right" )
202 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
222 BadGuy::active_update(float elapsed_time)
224 movement = physic.get_movement(elapsed_time);
226 sprite->stop_animation();
230 BadGuy::inactive_update(float )
235 BadGuy::collision_tile(uint32_t tile_attributes)
237 // Don't kill badguys that have already been killed
238 if (!is_active()) return;
240 if(tile_attributes & Tile::WATER && !is_in_water())
243 SoundManager::current()->play("sounds/splash.ogg", get_pos());
245 if(!(tile_attributes & Tile::WATER) && is_in_water())
250 if(tile_attributes & Tile::HURTS) {
251 if (tile_attributes & Tile::FIRE) {
252 if (is_flammable()) ignite();
254 else if (tile_attributes & Tile::ICE) {
255 if (is_freezable()) freeze();
264 BadGuy::collision(GameObject& other, const CollisionHit& hit)
266 if (!is_active()) return ABORT_MOVE;
268 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
269 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
271 /* Badguys don't let badguys squish other badguys. It's bad. */
274 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
275 if(collision_squished(*badguy)) {
281 return collision_badguy(*badguy, hit);
284 Player* player = dynamic_cast<Player*> (&other);
288 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
289 if(player->is_stone()) {
293 if(collision_squished(*player)) {
298 if(player->is_stone()) {
299 collision_solid(hit);
303 return collision_player(*player, hit);
306 Bullet* bullet = dynamic_cast<Bullet*> (&other);
308 return collision_bullet(*bullet, hit);
314 BadGuy::collision_solid(const CollisionHit& hit)
316 physic.set_velocity_x(0);
317 physic.set_velocity_y(0);
318 update_on_ground_flag(hit);
322 BadGuy::collision_player(Player& player, const CollisionHit& )
324 if(player.is_invincible()) {
329 //TODO: unfreeze timer
339 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
345 BadGuy::collision_squished(GameObject& object)
347 // frozen badguys can be killed with butt-jump
350 Player* player = dynamic_cast<Player*>(&object);
351 if(player && (player->does_buttjump)) {
352 player->bounce(*this);
353 kill_fall();//TODO: shatter frozen badguys
361 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
364 if(bullet.get_type() == FIRE_BONUS) {
365 // fire bullet thaws frozen badguys
370 // other bullets ricochet
371 bullet.ricochet(*this, hit);
375 else if (is_ignited()) {
376 if(bullet.get_type() == ICE_BONUS) {
377 // ice bullets extinguish ignited badguys
382 // other bullets are absorbed by ignited badguys
387 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
388 // fire bullets ignite flammable badguys
393 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
394 // ice bullets freeze freezable badguys
400 // in all other cases, bullets ricochet
401 bullet.ricochet(*this, hit);
407 BadGuy::kill_squished(GameObject& object)
409 if (!is_active()) return;
411 SoundManager::current()->play("sounds/squish.wav", get_pos());
412 physic.enable_gravity(true);
413 physic.set_velocity_x(0);
414 physic.set_velocity_y(0);
415 set_state(STATE_SQUISHED);
416 set_group(COLGROUP_MOVING_ONLY_STATIC);
417 Player* player = dynamic_cast<Player*>(&object);
419 player->bounce(*this);
429 if (!is_active()) return;
431 SoundManager::current()->play("sounds/fall.wav", get_pos());
432 physic.set_velocity_y(0);
433 physic.set_acceleration_y(0);
434 physic.enable_gravity(true);
435 set_state(STATE_FALLING);
437 // Set the badguy layer to be the foremost, so that
438 // this does not reveal secret tilemaps:
439 layer = Sector::current()->get_foremost_layer() + 1;
446 BadGuy::run_dead_script()
449 Sector::current()->get_level()->stats.badguys++;
454 if(dead_script != "") {
455 std::istringstream stream(dead_script);
456 Sector::current()->run_script(stream, "dead-script");
461 BadGuy::set_state(State state_)
463 if(this->state == state_)
466 State laststate = this->state;
467 this->state = state_;
470 state_timer.start(SQUISH_TIME);
473 set_group(colgroup_active);
474 //bbox.set_pos(start_position);
477 // was the badguy dead anyway?
478 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
481 set_group(COLGROUP_DISABLED);
484 set_group(COLGROUP_DISABLED);
492 BadGuy::is_offscreen()
494 Player* player = get_nearest_player();
495 if (!player) return false;
496 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
497 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
498 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
499 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
506 BadGuy::try_activate()
508 // Don't activate if player is dying
509 Player* player = get_nearest_player();
512 if (!is_offscreen()) {
513 set_state(STATE_ACTIVE);
514 if (!is_initialized) {
516 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
517 if (start_dir == AUTO) {
518 Player* player_ = get_nearest_player();
519 if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
527 is_initialized = true;
534 BadGuy::might_fall(int height)
536 // make sure we check for at least a 1-pixel fall
541 float y1 = bbox.p2.y + 1;
542 float y2 = bbox.p2.y + 1 + height;
550 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
554 BadGuy::get_nearest_player()
556 return Sector::current()->get_nearest_player (this->get_bbox ());
560 BadGuy::update_on_ground_flag(const CollisionHit& hit)
563 on_ground_flag = true;
564 floor_normal = hit.slope_normal;
571 return on_ground_flag;
577 return is_active_flag;
581 BadGuy::get_floor_normal()
589 set_group(COLGROUP_MOVING_STATIC);
592 if(sprite->has_action("iced-left"))
593 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
594 // when no iced action exists, default to shading badguy blue
597 sprite->set_color(Color(0.60, 0.72, 0.88f));
598 sprite->stop_animation();
605 set_group(colgroup_active);
608 // restore original color if needed
609 if(!sprite->has_action("iced-left"))
611 sprite->set_color(Color(1.00, 1.00, 1.00f));
612 sprite->set_animation_loops();
617 BadGuy::is_freezable() const
623 BadGuy::is_frozen() const
629 BadGuy::is_in_water() const
646 BadGuy::is_flammable() const
652 BadGuy::is_ignited() const
658 BadGuy::set_colgroup_active(CollisionGroup group_)
660 this->colgroup_active = group_;
661 if (state == STATE_ACTIVE) set_group(group_);