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;
34 static const int LAYER_FALLING = 500;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
37 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
40 is_initialized(false),
50 on_ground_flag(false),
52 colgroup_active(COLGROUP_MOVING)
54 start_position = bbox.p1;
56 sound_manager->preload("sounds/squish.wav");
57 sound_manager->preload("sounds/fall.wav");
59 dir = (start_dir == AUTO) ? LEFT : start_dir;
62 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
63 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
66 is_initialized(false),
76 on_ground_flag(false),
78 colgroup_active(COLGROUP_MOVING)
80 start_position = bbox.p1;
82 sound_manager->preload("sounds/squish.wav");
83 sound_manager->preload("sounds/fall.wav");
85 dir = (start_dir == AUTO) ? LEFT : start_dir;
88 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
89 MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
92 is_initialized(false),
102 on_ground_flag(false),
104 colgroup_active(COLGROUP_MOVING)
106 start_position = bbox.p1;
108 std::string dir_str = "auto";
109 reader.get("direction", dir_str);
110 start_dir = str2dir( dir_str );
113 reader.get("dead-script", dead_script);
115 sound_manager->preload("sounds/squish.wav");
116 sound_manager->preload("sounds/fall.wav");
118 dir = (start_dir == AUTO) ? LEFT : start_dir;
122 BadGuy::draw(DrawingContext& context)
126 if(state == STATE_INIT || state == STATE_INACTIVE)
128 if(state == STATE_FALLING) {
129 DrawingEffect old_effect = context.get_drawing_effect();
130 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
131 sprite->draw(context, get_pos(), layer);
132 context.set_drawing_effect(old_effect);
134 sprite->draw(context, get_pos(), layer);
139 BadGuy::update(float elapsed_time)
141 if(!Sector::current()->inside(bbox)) {
142 is_active_flag = false;
145 // get badguy name from sprite_name ignoring path and extension
146 std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
147 int path_chars = badguy.rfind("/",badguy.length());
148 badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
149 // log warning since badguys_killed can no longer reach total_badguys
150 std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
151 log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
155 if ((state != STATE_INACTIVE) && is_offscreen()) {
156 if (state == STATE_ACTIVE) deactivate();
157 set_state(STATE_INACTIVE);
162 is_active_flag = true;
163 active_update(elapsed_time);
167 is_active_flag = false;
168 inactive_update(elapsed_time);
172 is_active_flag = false;
173 if(state_timer.check()) {
177 movement = physic.get_movement(elapsed_time);
180 is_active_flag = false;
181 movement = physic.get_movement(elapsed_time);
185 on_ground_flag = false;
189 BadGuy::str2dir( std::string dir_str )
191 if( dir_str == "auto" )
193 if( dir_str == "left" )
195 if( dir_str == "right" )
199 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
219 BadGuy::active_update(float elapsed_time)
221 movement = physic.get_movement(elapsed_time);
223 sprite->stop_animation();
227 BadGuy::inactive_update(float )
232 BadGuy::collision_tile(uint32_t tile_attributes)
234 // Don't kill badguys that have already been killed
235 if (!is_active()) return;
237 if(tile_attributes & Tile::HURTS) {
238 if (tile_attributes & Tile::FIRE) {
239 if (is_flammable()) ignite();
241 else if (tile_attributes & Tile::ICE) {
242 if (is_freezable()) freeze();
251 BadGuy::collision(GameObject& other, const CollisionHit& hit)
253 if (!is_active()) return ABORT_MOVE;
255 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
256 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
258 /* Badguys don't let badguys squish other badguys. It's bad. */
261 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
262 if(collision_squished(*badguy)) {
268 return collision_badguy(*badguy, hit);
271 Player* player = dynamic_cast<Player*> (&other);
275 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
276 if(collision_squished(*player)) {
281 return collision_player(*player, hit);
284 Bullet* bullet = dynamic_cast<Bullet*> (&other);
286 return collision_bullet(*bullet, hit);
292 BadGuy::collision_solid(const CollisionHit& hit)
294 physic.set_velocity_x(0);
295 physic.set_velocity_y(0);
296 update_on_ground_flag(hit);
300 BadGuy::collision_player(Player& player, const CollisionHit& )
302 if(player.is_invincible()) {
307 //TODO: unfreeze timer
317 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
323 BadGuy::collision_squished(GameObject& )
329 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
332 if(bullet.get_type() == FIRE_BONUS) {
333 // fire bullet thaws frozen badguys
338 // other bullets ricochet
339 bullet.ricochet(*this, hit);
343 else if (is_ignited()) {
344 if(bullet.get_type() == ICE_BONUS) {
345 // ice bullets extinguish ignited badguys
350 // other bullets are absorbed by ignited badguys
355 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
356 // fire bullets ignite flammable badguys
361 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
362 // ice bullets freeze freezable badguys
368 // in all other cases, bullets ricochet
369 bullet.ricochet(*this, hit);
375 BadGuy::kill_squished(GameObject& object)
377 if (!is_active()) return;
379 sound_manager->play("sounds/squish.wav", get_pos());
380 physic.enable_gravity(true);
381 physic.set_velocity_x(0);
382 physic.set_velocity_y(0);
383 set_state(STATE_SQUISHED);
384 set_group(COLGROUP_MOVING_ONLY_STATIC);
385 Player* player = dynamic_cast<Player*>(&object);
387 player->bounce(*this);
397 if (!is_active()) return;
399 sound_manager->play("sounds/fall.wav", get_pos());
400 physic.set_velocity_y(0);
401 physic.set_acceleration_y(0);
402 physic.enable_gravity(true);
403 set_state(STATE_FALLING);
404 layer = LAYER_FALLING;
411 BadGuy::run_dead_script()
414 Sector::current()->get_level()->stats.badguys++;
419 if(dead_script != "") {
420 std::istringstream stream(dead_script);
421 Sector::current()->run_script(stream, "dead-script");
426 BadGuy::set_state(State state)
428 if(this->state == state)
431 State laststate = this->state;
435 state_timer.start(SQUISH_TIME);
438 set_group(colgroup_active);
439 //bbox.set_pos(start_position);
442 // was the badguy dead anyway?
443 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
446 set_group(COLGROUP_DISABLED);
449 set_group(COLGROUP_DISABLED);
457 BadGuy::is_offscreen()
459 Player* player = get_nearest_player();
460 if (!player) return false;
461 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
462 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
463 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
464 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
471 BadGuy::try_activate()
473 // Don't activate if player is dying
474 Player* player = get_nearest_player();
477 if (!is_offscreen()) {
478 set_state(STATE_ACTIVE);
479 if (!is_initialized) {
481 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
482 if (start_dir == AUTO) {
483 Player* player = get_nearest_player();
484 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
492 is_initialized = true;
499 BadGuy::might_fall(int height)
501 // make sure we check for at least a 1-pixel fall
506 float y1 = bbox.p2.y + 1;
507 float y2 = bbox.p2.y + 1 + height;
515 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
519 BadGuy::get_nearest_player()
521 return Sector::current()->get_nearest_player (this->get_bbox ());
525 BadGuy::update_on_ground_flag(const CollisionHit& hit)
528 on_ground_flag = true;
529 floor_normal = hit.slope_normal;
536 return on_ground_flag;
542 return is_active_flag;
546 BadGuy::get_floor_normal()
554 set_group(COLGROUP_MOVING_STATIC);
557 if(sprite->has_action("iced-left"))
558 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
559 // when no iced action exists, default to shading badguy blue
562 sprite->set_color(Color(0.60, 0.72, 0.88f));
563 sprite->stop_animation();
570 set_group(colgroup_active);
573 // restore original color if needed
574 if(!sprite->has_action("iced-left"))
576 sprite->set_color(Color(1.00, 1.00, 1.00f));
577 sprite->set_animation_loops();
582 BadGuy::is_freezable() const
588 BadGuy::is_frozen() const
605 BadGuy::is_flammable() const
611 BadGuy::is_ignited() const
617 BadGuy::set_colgroup_active(CollisionGroup group)
619 this->colgroup_active = group;
620 if (state == STATE_ACTIVE) set_group(group);