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.
23 #include "object/camera.hpp"
24 #include "object/tilemap.hpp"
26 #include "statistics.hpp"
27 #include "game_session.hpp"
30 #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;
37 : countMe(true), sprite(0), dir(LEFT), layer(LAYER_OBJECTS), state(STATE_INIT) {
38 set_group(COLGROUP_DISABLED);
47 BadGuy::draw(DrawingContext& context)
51 if(state == STATE_INIT || state == STATE_INACTIVE)
53 if(state == STATE_FALLING) {
54 DrawingEffect old_effect = context.get_drawing_effect();
55 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
56 sprite->draw(context, get_pos(), layer);
57 context.set_drawing_effect(old_effect);
59 sprite->draw(context, get_pos(), layer);
64 BadGuy::update(float elapsed_time)
66 if(!Sector::current()->inside(bbox)) {
71 set_state(STATE_INACTIVE);
76 active_update(elapsed_time);
80 inactive_update(elapsed_time);
84 if(state_timer.check()) {
88 movement = physic.get_movement(elapsed_time);
91 movement = physic.get_movement(elapsed_time);
107 BadGuy::save(lisp::Writer& )
109 log_warning << "tried to write out a generic badguy" << std::endl;
113 BadGuy::active_update(float elapsed_time)
115 movement = physic.get_movement(elapsed_time);
119 BadGuy::inactive_update(float )
124 BadGuy::collision_tile(uint32_t tile_attributes)
126 if(tile_attributes & Tile::HURTS)
131 BadGuy::collision(GameObject& other, const CollisionHit& hit)
138 if(other.get_flags() & FLAG_SOLID)
139 return collision_solid(other, hit);
141 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
142 if(badguy && badguy->state == STATE_ACTIVE)
143 return collision_badguy(*badguy, hit);
145 Player* player = dynamic_cast<Player*> (&other);
147 return collision_player(*player, hit);
149 Bullet* bullet = dynamic_cast<Bullet*> (&other);
151 return collision_bullet(*bullet, hit);
156 if(other.get_flags() & FLAG_SOLID)
167 BadGuy::collision_solid(GameObject& , const CollisionHit& )
173 BadGuy::collision_player(Player& player, const CollisionHit& )
176 printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
178 player.get_movement().x, player.get_movement().y,
179 get_movement().x, get_movement().y,
180 hit.normal.x, hit.normal.y);
184 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
185 // if it's not possible to squish us, then this will hurt
186 if(collision_squished(player))
190 if(player.is_invincible()) {
200 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
206 BadGuy::collision_squished(Player& )
212 BadGuy::collision_bullet(Bullet& , const CollisionHit& )
219 BadGuy::kill_squished(Player& player)
221 sound_manager->play("sounds/squish.wav", get_pos());
222 physic.enable_gravity(true);
223 physic.set_velocity_x(0);
224 physic.set_velocity_y(0);
225 set_state(STATE_SQUISHED);
226 set_group(COLGROUP_MOVING_ONLY_STATIC);
227 if (countMe) Sector::current()->get_level()->stats.badguys++;
228 player.bounce(*this);
234 sound_manager->play("sounds/fall.wav", get_pos());
235 if (countMe) Sector::current()->get_level()->stats.badguys++;
236 physic.set_velocity_y(0);
237 physic.enable_gravity(true);
238 set_state(STATE_FALLING);
242 BadGuy::set_state(State state)
244 if(this->state == state)
247 State laststate = this->state;
251 state_timer.start(SQUISH_TIME);
254 set_group(COLGROUP_MOVING);
255 bbox.set_pos(start_position);
258 // was the badguy dead anyway?
259 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
262 set_group(COLGROUP_DISABLED);
265 set_group(COLGROUP_DISABLED);
273 BadGuy::is_offscreen()
275 float scroll_x = Sector::current()->camera->get_translation().x;
276 float scroll_y = Sector::current()->camera->get_translation().y;
278 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
279 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
280 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
281 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
288 BadGuy::try_activate()
290 float scroll_x = Sector::current()->camera->get_translation().x;
291 float scroll_y = Sector::current()->camera->get_translation().y;
293 /* Activate badguys if they're just around the screen to avoid
294 * the effect of having badguys suddenly popping up from nowhere.
296 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
297 start_position.x < scroll_x - bbox.get_width() &&
298 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
299 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
301 set_state(STATE_ACTIVE);
303 } else if (start_position.x > scroll_x &&
304 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
305 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
306 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
308 set_state(STATE_ACTIVE);
310 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
311 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
312 ((start_position.y > scroll_y &&
313 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
314 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
315 start_position.y < scroll_y))) {
316 dir = start_position.x < scroll_x ? RIGHT : LEFT;
317 set_state(STATE_ACTIVE);
319 } else if(state == STATE_INIT
320 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
321 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
322 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
323 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
325 set_state(STATE_ACTIVE);
331 BadGuy::might_fall(int height)
333 // make sure we check for at least a 1-pixel fall
338 float y1 = bbox.p2.y + 1;
339 float y2 = bbox.p2.y + 1 + height;
347 return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
351 BadGuy::get_nearest_player()
353 // FIXME: does not really return nearest player
355 std::vector<Player*> players = Sector::current()->get_players();
356 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
357 Player* player = *playerIter;