X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=cc0638eac29aad7ee9f30f3e4c89091c516c0c42;hb=204bc2e13db0c4b82784e880df3e2174f8d90487;hp=88827a50995106c59050b6f95d937439ebe82666;hpb=244488950ba1c0daf20795213619c27e6963937c;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 88827a509..cc0638eac 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,12 +1,10 @@ -// $Id$ -// // SuperTux // Copyright (C) 2006 Matthias Braun // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, either version 3 of the License, or +// (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -14,49 +12,131 @@ // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License -// along with this program; if not, write to the Free Software -// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// along with this program. If not, see . + +#include "badguy/badguy.hpp" -#include +#include "audio/sound_manager.hpp" +#include "object/bullet.hpp" +#include "object/player.hpp" +#include "supertux/level.hpp" +#include "supertux/sector.hpp" +#include "supertux/tile.hpp" +#include "util/reader.hpp" -#include "badguy.hpp" -#include "object/camera.hpp" -#include "object/tilemap.hpp" -#include "tile.hpp" -#include "statistics.hpp" -#include "game_session.hpp" -#include "log.hpp" -#include "level.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() - : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT) +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), + is_initialized(false), + start_position(), + dir(LEFT), + start_dir(AUTO), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) { - set_group(COLGROUP_DISABLED); + start_position = bbox.p1; + + 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() +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), + start_position(), + dir(direction), + start_dir(direction), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) { - delete sprite; + start_position = bbox.p1; + + 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), + physic(), + countMe(true), + is_initialized(false), + start_position(), + dir(LEFT), + start_dir(AUTO), + frozen(false), + ignited(false), + in_water(false), + dead_script(), + state(STATE_INIT), + is_active_flag(), + state_timer(), + on_ground_flag(false), + floor_normal(), + colgroup_active(COLGROUP_MOVING) +{ + start_position = bbox.p1; + + std::string dir_str = "auto"; + reader.get("direction", dir_str); + start_dir = str2dir( dir_str ); + dir = start_dir; + + reader.get("dead-script", dead_script); + + 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; } void BadGuy::draw(DrawingContext& context) { - if(!sprite) + if(!sprite.get()) return; if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { DrawingEffect old_effect = context.get_drawing_effect(); - context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); - sprite->draw(context, get_pos(), LAYER_OBJECTS); + context.set_drawing_effect(old_effect | VERTICAL_FLIP); + sprite->draw(context, get_pos(), layer); context.set_drawing_effect(old_effect); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } } @@ -64,23 +144,37 @@ void 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 @@ -123,46 +236,88 @@ BadGuy::inactive_update(float ) void BadGuy::collision_tile(uint32_t tile_attributes) { - if(tile_attributes & Tile::HURTS) - kill_fall(); + // 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(); + } + else if (tile_attributes & Tile::ICE) { + if (is_freezable()) freeze(); + } + else { + kill_fall(); + } + } } HitResponse BadGuy::collision(GameObject& other, const CollisionHit& hit) { - switch(state) { - case STATE_INIT: - case STATE_INACTIVE: - return ABORT_MOVE; - case STATE_ACTIVE: { - if(other.get_flags() & FLAG_SOLID) - return collision_solid(other, hit); + if (!is_active()) return ABORT_MOVE; - BadGuy* badguy = dynamic_cast (&other); - if(badguy && badguy->state == STATE_ACTIVE) - return collision_badguy(*badguy, hit); + BadGuy* badguy = dynamic_cast (&other); + if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) { - Player* player = dynamic_cast (&other); - if(player) - return collision_player(*player, hit); + /* 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 FORCE_MOVE; + return collision_badguy(*badguy, hit); + } + + Player* player = dynamic_cast (&other); + if(player) { + + // 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 FORCE_MOVE; + } } - case STATE_SQUISHED: - if(other.get_flags() & FLAG_SOLID) - return CONTINUE; - return FORCE_MOVE; - case STATE_FALLING: + + if(player->is_stone()) { + collision_solid(hit); return FORCE_MOVE; + } + + return collision_player(*player, hit); } - return ABORT_MOVE; + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); + + return FORCE_MOVE; } -HitResponse -BadGuy::collision_solid(GameObject& , const CollisionHit& ) +void +BadGuy::collision_solid(const CollisionHit& hit) { - return FORCE_MOVE; + physic.set_velocity_x(0); + physic.set_velocity_y(0); + update_on_ground_flag(hit); } HitResponse @@ -173,24 +328,12 @@ BadGuy::collision_player(Player& player, const CollisionHit& ) return ABORT_MOVE; } - /* - printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n", - game_time, - player.get_movement().x, player.get_movement().y, - get_movement().x, get_movement().y, - hit.normal.x, hit.normal.y); - */ - - // hit from above? - if(player.get_movement().y /*- get_movement().y*/ > 0 - && player.get_bbox().p2.y < - (get_bbox().p1.y + get_bbox().p2.y) / 2) { - // if it's not possible to squish us, then this will hurt - if(collision_squished(player)) - return ABORT_MOVE; - } + //TODO: unfreeze timer + if(frozen) + //unfreeze(); + return FORCE_MOVE; - player.kill(Player::SHRINK); + player.kill(false); return FORCE_MOVE; } @@ -201,49 +344,136 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& ) } bool -BadGuy::collision_squished(Player& ) +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 +BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit) +{ + if (is_frozen()) { + if(bullet.get_type() == FIRE_BONUS) { + // fire bullet thaws frozen badguys + unfreeze(); + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets ricochet + bullet.ricochet(*this, hit); + return FORCE_MOVE; + } + } + else if (is_ignited()) { + if(bullet.get_type() == ICE_BONUS) { + // ice bullets extinguish ignited badguys + extinguish(); + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets are absorbed by ignited badguys + bullet.remove_me(); + return FORCE_MOVE; + } + } + else if(bullet.get_type() == FIRE_BONUS && is_flammable()) { + // fire bullets ignite flammable badguys + ignite(); + bullet.remove_me(); + return ABORT_MOVE; + } + else if(bullet.get_type() == ICE_BONUS && is_freezable()) { + // ice bullets freeze freezable badguys + freeze(); + bullet.remove_me(); + return ABORT_MOVE; + } + else { + // in all other cases, bullets ricochet + bullet.ricochet(*this, hit); + return FORCE_MOVE; + } } void -BadGuy::kill_squished(Player& player) +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); set_state(STATE_SQUISHED); set_group(COLGROUP_MOVING_ONLY_STATIC); - if (countMe) Sector::current()->get_level()->stats.badguys++; - player.bounce(*this); + Player* player = dynamic_cast(&object); + if (player) { + player->bounce(*this); + } + + // start dead-script + run_dead_script(); } void BadGuy::kill_fall() { - sound_manager->play("sounds/fall.wav", get_pos()); - if (countMe) Sector::current()->get_level()->stats.badguys++; + 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(); } void -BadGuy::set_state(State state) +BadGuy::run_dead_script() { - if(this->state == state) + if (countMe) + Sector::current()->get_level()->stats.badguys++; + + countMe = false; + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } +} + +void +BadGuy::set_state(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; case STATE_ACTIVE: - set_group(COLGROUP_MOVING); - bbox.set_pos(start_position); + set_group(colgroup_active); + //bbox.set_pos(start_position); break; case STATE_INACTIVE: // was the badguy dead anyway? @@ -263,112 +493,174 @@ BadGuy::set_state(State state) bool BadGuy::is_offscreen() { - float scroll_x = Sector::current()->camera->get_translation().x; - float scroll_y = Sector::current()->camera->get_translation().y; - - if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE - || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE - || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE - || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE) - return true; - - return false; + Player* player = get_nearest_player(); + if (!player) return false; + Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); + // 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; } void BadGuy::try_activate() { - float scroll_x = Sector::current()->camera->get_translation().x; - float scroll_y = Sector::current()->camera->get_translation().y; - - /* Activate badguys if they're just around the screen to avoid - * the effect of having badguys suddenly popping up from nowhere. - */ - if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x - bbox.get_width() && - start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = RIGHT; - set_state(STATE_ACTIVE); - activate(); - } else if (start_position.x > scroll_x && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && - start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; - set_state(STATE_ACTIVE); - activate(); - } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && - ((start_position.y > scroll_y && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) || - (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y))) { - dir = start_position.x < scroll_x ? RIGHT : LEFT; - set_state(STATE_ACTIVE); - activate(); - } else if(state == STATE_INIT - && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE - && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE - && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE - && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; + // Don't activate if player is dying + Player* player = get_nearest_player(); + if (!player) return; + + 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)) { + dir = RIGHT; + } else { + dir = LEFT; + } + } + + initialize(); + is_initialized = true; + } activate(); - } + } } bool -BadGuy::may_fall_off_platform() -{ - int tile_x, tile_y; - // First, let's say the badguy moves 32 units in the - // direction it's heading, so do some voodoo maths magic - // to determine its future position. - Vector pos; - if (dir == LEFT) - pos = Vector(bbox.p1.x - 32.f, bbox.p2.y); - else - pos = Vector(bbox.p2.x, bbox.p2.y); +BadGuy::might_fall(int height) +{ + // make sure we check for at least a 1-pixel fall + assert(height > 0); + + float x1; + float x2; + float y1 = bbox.p2.y + 1; + float y2 = bbox.p2.y + 1 + height; + if (dir == LEFT) { + x1 = bbox.p1.x - 1; + x2 = bbox.p1.x; + } else { + x1 = bbox.p2.x; + x2 = bbox.p2.x + 1; + } + return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2)); +} + +Player* +BadGuy::get_nearest_player() +{ + return Sector::current()->get_nearest_player (this->get_bbox ()); +} + +void +BadGuy::update_on_ground_flag(const CollisionHit& hit) +{ + if (hit.bottom) { + on_ground_flag = true; + floor_normal = hit.slope_normal; + } +} - // Now, snap the badguy's X coordinate to the 32x32/cell grid. - if (dir == LEFT) // use the ceiling - tile_x = (int)ceilf(pos.x/32.0f); - else // use the floor - tile_x = (int)floorf(pos.x/32.0f); +bool +BadGuy::on_ground() +{ + return on_ground_flag; +} - // We might be falling down, so use the ceiling to round upward and - // get the lower position. (Positive Y goes downward.) - tile_y = (int)ceilf(pos.y/32.0f); +bool +BadGuy::is_active() +{ + return is_active_flag; +} -#if defined(DEBUG_STAY_ON_PLATFORM) - // Draw! - GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999); -#endif +Vector +BadGuy::get_floor_normal() +{ + return floor_normal; +} + +void +BadGuy::freeze() +{ + set_group(COLGROUP_MOVING_STATIC); + frozen = true; - // Now, if the badguy intersects with a tile, he won't fall off. - // If he doesn't intersect, he probably will. - // Note that the tile's Y coordinate is offset by +1 from the object's Y. - if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID) + 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 { - // It's a solid tile. Good. - return false; + sprite->set_color(Color(0.60, 0.72, 0.88f)); + sprite->stop_animation(); } - - // Watch out there buddy, you might take a sticky end! - return true; } -Player* -BadGuy::get_nearest_player() +void +BadGuy::unfreeze() { - // FIXME: does not really return nearest player + set_group(colgroup_active); + frozen = false; - std::vector players = Sector::current()->get_players(); - for (std::vector::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) { - Player* player = *playerIter; - return player; + // 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(); } +} - return 0; +bool +BadGuy::is_freezable() const +{ + return false; +} + +bool +BadGuy::is_frozen() const +{ + return frozen; +} + +bool +BadGuy::is_in_water() const +{ + return in_water; } + +void +BadGuy::ignite() +{ + kill_fall(); +} + +void +BadGuy::extinguish() +{ +} + +bool +BadGuy::is_flammable() const +{ + return true; +} + +bool +BadGuy::is_ignited() const +{ + return ignited; +} + +void +BadGuy::set_colgroup_active(CollisionGroup group_) +{ + this->colgroup_active = group_; + if (state == STATE_ACTIVE) set_group(group_); +} + +/* EOF */