badguys now have normal hitpoints and bullet hitpoints, so you can make them need...
[supertux.git] / src / badguy / badguy.cpp
1 #include <config.h>
2
3 #include "badguy.h"
4 #include "object/camera.h"
5
6 static const float SQUISH_TIME = 2;
7 static const float X_OFFSCREEN_DISTANCE = 1600;
8 static const float Y_OFFSCREEN_DISTANCE = 1200;
9
10 BadGuy::BadGuy()
11   : sprite(0), dir(LEFT), state(STATE_INIT)
12 {
13   //Set hitpoints and bullet hitpoints
14   hitpoints = 1;
15   bullet_hitpoints = 1;
16 }
17
18 BadGuy::~BadGuy()
19 {
20   delete sprite;
21 }
22
23 void
24 BadGuy::draw(DrawingContext& context)
25 {
26   if(!sprite)
27     return;
28   if(state == STATE_INIT || state == STATE_INACTIVE)
29     return;
30   if(state == STATE_FALLING) {
31     sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
32   } else {
33     sprite->draw(context, get_pos(), LAYER_OBJECTS);
34   }
35 }
36
37 void
38 BadGuy::action(float elapsed_time)
39 {
40   if(!Sector::current()->inside(bbox)) {
41     remove_me();
42     return;
43   }
44   if(is_offscreen()) {
45     set_state(STATE_INACTIVE);
46   }
47   
48   switch(state) {
49     case STATE_ACTIVE:
50       active_action(elapsed_time);
51       break;
52     case STATE_INIT:
53     case STATE_INACTIVE:
54       inactive_action(elapsed_time);
55       try_activate();
56       break;
57     case STATE_SQUISHED:
58       if(state_timer.check()) {
59         remove_me();
60         break;
61       }
62       movement = physic.get_movement(elapsed_time);
63       break;
64     case STATE_FALLING:
65       movement = physic.get_movement(elapsed_time);
66       break;
67   }
68 }
69
70 void
71 BadGuy::activate()
72 {
73 }
74
75 void
76 BadGuy::deactivate()
77 {
78 }
79
80 void
81 BadGuy::active_action(float elapsed_time)
82 {
83   movement = physic.get_movement(elapsed_time);
84 }
85
86 void
87 BadGuy::inactive_action(float )
88 {
89 }
90
91 HitResponse
92 BadGuy::collision(GameObject& other, const CollisionHit& hit)
93 {
94   switch(state) {
95     case STATE_INIT:
96     case STATE_INACTIVE:
97       return ABORT_MOVE;
98     case STATE_ACTIVE: {
99       if(other.get_flags() & FLAG_SOLID)
100         return collision_solid(other, hit);
101
102       BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
103       if(badguy && badguy->state == STATE_ACTIVE)
104         return collision_badguy(*badguy, hit);
105
106       Player* player = dynamic_cast<Player*> (&other);
107       if(player)
108         return collision_player(*player, hit);
109
110       return FORCE_MOVE;
111     }
112     case STATE_SQUISHED:
113       if(other.get_flags() & FLAG_SOLID)
114         return CONTINUE;
115       return FORCE_MOVE;
116     case STATE_FALLING:
117       return FORCE_MOVE;
118   }
119
120   return ABORT_MOVE;
121 }
122
123 HitResponse
124 BadGuy::collision_solid(GameObject& , const CollisionHit& )
125 {
126   return FORCE_MOVE;
127 }
128
129 HitResponse
130 BadGuy::collision_player(Player& player, const CollisionHit& hit)
131 {
132   if(player.is_invincible()) {
133     kill_fall();
134     return ABORT_MOVE;
135   }
136   if(hit.normal.y > .9) {
137     //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
138     //      give badguys some invincible time (prevent them from being hit multiple times)
139     hitpoints--;
140     bullet_hitpoints--;
141     if(collision_squished(player))
142       return ABORT_MOVE;
143     else if (hitpoints <= 0) {
144       bullet_hitpoints = 0;
145       player.kill(Player::SHRINK);
146       return FORCE_MOVE;
147     }
148   }
149   player.kill(Player::SHRINK);
150   return FORCE_MOVE;
151 }
152
153 HitResponse
154 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
155 {
156   return FORCE_MOVE;
157 }
158
159 bool
160 BadGuy::collision_squished(Player& )
161 {
162   return false;
163 }
164
165 void
166 BadGuy::kill_squished(Player& player)
167 {
168   SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
169       player.get_pos());
170   physic.enable_gravity(true);
171   physic.set_velocity_x(0);
172   physic.set_velocity_y(0);
173   set_state(STATE_SQUISHED);
174   player.bounce(*this);
175 }
176
177 void
178 BadGuy::kill_fall()
179 {
180   bullet_hitpoints--;
181   if (bullet_hitpoints <= 0) {
182     SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
183        Sector::current()->player->get_pos());
184     physic.set_velocity_y(0);
185     physic.enable_gravity(true);
186     set_state(STATE_FALLING);
187   }
188 }
189
190 void
191 BadGuy::set_state(State state)
192 {
193   if(this->state == state)
194     return;
195
196   State laststate = this->state;
197   this->state = state;
198   switch(state) {
199     case STATE_SQUISHED:
200       state_timer.start(SQUISH_TIME);
201       break;
202     case STATE_ACTIVE:
203       flags &= ~FLAG_NO_COLLDET;
204       bbox.set_pos(start_position);
205       break;
206     case STATE_INACTIVE:
207       // was the badguy dead anyway?
208       if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
209         remove_me();
210       }
211       flags |= FLAG_NO_COLLDET;
212       break;
213     case STATE_FALLING:
214       flags |= FLAG_NO_COLLDET;
215       break;
216     default:
217       break;
218   }
219 }
220
221 bool
222 BadGuy::is_offscreen()
223 {
224   float scroll_x = Sector::current()->camera->get_translation().x;
225   float scroll_y = Sector::current()->camera->get_translation().y;
226      
227   if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
228       || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
229       || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
230       || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
231     return true;
232
233   return false;
234 }
235
236 void
237 BadGuy::try_activate()
238 {
239   float scroll_x = Sector::current()->camera->get_translation().x;
240   float scroll_y = Sector::current()->camera->get_translation().y;
241
242   /* Activate badguys if they're just around the screen to avoid
243    * the effect of having badguys suddenly popping up from nowhere.
244    */
245   if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
246       start_position.x < scroll_x - bbox.get_width() &&
247       start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
248       start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
249     dir = RIGHT;
250     set_state(STATE_ACTIVE);
251     activate();
252   } else if (start_position.x > scroll_x &&
253       start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
254       start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
255       start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
256     dir = LEFT;
257     set_state(STATE_ACTIVE);
258     activate();
259   } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
260       start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
261       ((start_position.y > scroll_y &&
262         start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
263        (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
264         start_position.y < scroll_y))) {
265     dir = start_position.x < scroll_x ? RIGHT : LEFT;
266     set_state(STATE_ACTIVE);
267     activate();
268   } else if(state == STATE_INIT
269       && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
270       && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
271       && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
272       && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
273     dir = LEFT;
274     set_state(STATE_ACTIVE);
275     activate();
276   } 
277 }