4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "object/camera.hpp"
23 #include "object/tilemap.hpp"
25 #include "statistics.hpp"
26 #include "game_session.hpp"
29 #include "object/bullet.hpp"
32 static const float SQUISH_TIME = 2;
33 static const float X_OFFSCREEN_DISTANCE = 1600;
34 static const float Y_OFFSCREEN_DISTANCE = 1200;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
37 : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
39 start_position = bbox.p1;
41 sound_manager->preload("sounds/squish.wav");
42 sound_manager->preload("sounds/fall.wav");
45 BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
46 : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
48 start_position = bbox.p1;
50 sound_manager->preload("sounds/squish.wav");
51 sound_manager->preload("sounds/fall.wav");
55 BadGuy::draw(DrawingContext& context)
59 if(state == STATE_INIT || state == STATE_INACTIVE)
61 if(state == STATE_FALLING) {
62 DrawingEffect old_effect = context.get_drawing_effect();
63 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
64 sprite->draw(context, get_pos(), layer);
65 context.set_drawing_effect(old_effect);
67 sprite->draw(context, get_pos(), layer);
72 BadGuy::update(float elapsed_time)
74 if(!Sector::current()->inside(bbox)) {
79 if (state == STATE_ACTIVE) deactivate();
80 set_state(STATE_INACTIVE);
85 active_update(elapsed_time);
89 inactive_update(elapsed_time);
93 if(state_timer.check()) {
97 movement = physic.get_movement(elapsed_time);
100 movement = physic.get_movement(elapsed_time);
106 BadGuy::str2dir( std::string dir_str )
108 if( dir_str == "auto" || dir_str == "" )
110 if( dir_str == "left" )
112 if( dir_str == "right" )
116 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"\n";
131 BadGuy::save(lisp::Writer& )
133 log_warning << "tried to write out a generic badguy" << std::endl;
137 BadGuy::active_update(float elapsed_time)
139 movement = physic.get_movement(elapsed_time);
143 BadGuy::inactive_update(float )
148 BadGuy::collision_tile(uint32_t tile_attributes)
150 if(tile_attributes & Tile::HURTS)
155 BadGuy::collision(GameObject& other, const CollisionHit& hit)
162 if(other.get_flags() & FLAG_SOLID)
163 return collision_solid(other, hit);
165 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
166 if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
167 return collision_badguy(*badguy, hit);
169 Player* player = dynamic_cast<Player*> (&other);
171 return collision_player(*player, hit);
173 Bullet* bullet = dynamic_cast<Bullet*> (&other);
175 return collision_bullet(*bullet, hit);
180 if(other.get_flags() & FLAG_SOLID)
191 BadGuy::collision_solid(GameObject& , const CollisionHit& )
197 BadGuy::collision_player(Player& player, const CollisionHit& )
200 printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
202 player.get_movement().x, player.get_movement().y,
203 get_movement().x, get_movement().y,
204 hit.normal.x, hit.normal.y);
208 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
209 // if it's not possible to squish us, then this will hurt
210 if(collision_squished(player))
214 if(player.is_invincible()) {
224 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
230 BadGuy::collision_squished(Player& )
236 BadGuy::collision_bullet(Bullet& , const CollisionHit& )
243 BadGuy::kill_squished(Player& player)
245 sound_manager->play("sounds/squish.wav", get_pos());
246 physic.enable_gravity(true);
247 physic.set_velocity_x(0);
248 physic.set_velocity_y(0);
249 set_state(STATE_SQUISHED);
250 set_group(COLGROUP_MOVING_ONLY_STATIC);
251 if (countMe) Sector::current()->get_level()->stats.badguys++;
252 player.bounce(*this);
258 sound_manager->play("sounds/fall.wav", get_pos());
259 if (countMe) Sector::current()->get_level()->stats.badguys++;
260 physic.set_velocity_y(0);
261 physic.enable_gravity(true);
262 set_state(STATE_FALLING);
266 BadGuy::set_state(State state)
268 if(this->state == state)
271 State laststate = this->state;
275 state_timer.start(SQUISH_TIME);
278 set_group(COLGROUP_MOVING);
279 bbox.set_pos(start_position);
282 // was the badguy dead anyway?
283 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
286 set_group(COLGROUP_DISABLED);
289 set_group(COLGROUP_DISABLED);
297 BadGuy::is_offscreen()
299 float scroll_x = Sector::current()->camera->get_translation().x;
300 float scroll_y = Sector::current()->camera->get_translation().y;
302 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
303 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
304 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
305 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
312 BadGuy::try_activate()
314 float scroll_x = Sector::current()->camera->get_translation().x;
315 float scroll_y = Sector::current()->camera->get_translation().y;
317 /* Activate badguys if they're just around the screen to avoid
318 * the effect of having badguys suddenly popping up from nowhere.
320 //Badguy left of screen
321 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
322 start_position.x < scroll_x - bbox.get_width() &&
323 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
324 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
326 set_state(STATE_ACTIVE);
328 //Badguy right of screen
329 } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
330 start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
331 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
332 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
334 set_state(STATE_ACTIVE);
336 //Badguy over or under screen
337 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
338 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
339 ((start_position.y > scroll_y + SCREEN_HEIGHT &&
340 start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
341 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
342 start_position.y < scroll_y - bbox.get_height() ))) {
343 dir = start_position.x < scroll_x ? RIGHT : LEFT;
344 set_state(STATE_ACTIVE);
346 } else if(state == STATE_INIT
347 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
348 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
349 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
350 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
352 set_state(STATE_ACTIVE);
358 BadGuy::might_fall(int height)
360 // make sure we check for at least a 1-pixel fall
365 float y1 = bbox.p2.y + 1;
366 float y2 = bbox.p2.y + 1 + height;
374 return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
378 BadGuy::get_nearest_player()
380 // FIXME: does not really return nearest player
382 std::vector<Player*> players = Sector::current()->get_players();
383 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
384 Player* player = *playerIter;