4 // Copyright (C) 2005 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
23 #include "object/camera.hpp"
24 #include "object/tilemap.hpp"
26 #include "statistics.hpp"
28 static const float SQUISH_TIME = 2;
29 static const float X_OFFSCREEN_DISTANCE = 1600;
30 static const float Y_OFFSCREEN_DISTANCE = 1200;
33 : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
43 BadGuy::draw(DrawingContext& context)
47 if(state == STATE_INIT || state == STATE_INACTIVE)
49 if(state == STATE_FALLING) {
50 uint32_t old_effect = context.get_drawing_effect();
51 context.set_drawing_effect(old_effect | VERTICAL_FLIP);
52 sprite->draw(context, get_pos(), LAYER_OBJECTS);
53 context.set_drawing_effect(old_effect);
55 sprite->draw(context, get_pos(), LAYER_OBJECTS);
60 BadGuy::update(float elapsed_time)
62 if(!Sector::current()->inside(bbox)) {
67 set_state(STATE_INACTIVE);
72 active_update(elapsed_time);
76 inactive_update(elapsed_time);
80 if(state_timer.check()) {
84 movement = physic.get_movement(elapsed_time);
87 movement = physic.get_movement(elapsed_time);
103 BadGuy::active_update(float elapsed_time)
105 movement = physic.get_movement(elapsed_time);
109 BadGuy::inactive_update(float )
114 BadGuy::collision(GameObject& other, const CollisionHit& hit)
121 TileMap* tilemap = dynamic_cast<TileMap*> (&other);
123 const TilemapCollisionHit* thit
124 = static_cast<const TilemapCollisionHit*> (&hit);
125 if(thit->tileflags & Tile::SPIKE)
127 if(thit->tileflags & Tile::SOLID)
128 return collision_solid(other, hit);
132 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
133 if(badguy && badguy->state == STATE_ACTIVE)
134 return collision_badguy(*badguy, hit);
136 Player* player = dynamic_cast<Player*> (&other);
138 return collision_player(*player, hit);
143 if(other.get_flags() & FLAG_SOLID)
154 BadGuy::collision_solid(GameObject& , const CollisionHit& )
160 BadGuy::collision_player(Player& player, const CollisionHit& )
162 if(player.is_invincible()) {
167 if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
168 (get_bbox().p1.y + get_bbox().p2.y) / 2) {
169 // if it's not is it possible to squish us, then this will hurt
170 if(!collision_squished(player))
171 player.kill(Player::SHRINK);
175 player.kill(Player::SHRINK);
180 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
186 BadGuy::collision_squished(Player& )
192 BadGuy::kill_squished(Player& player)
194 sound_manager->play("sounds/squish.wav", get_pos());
195 physic.enable_gravity(true);
196 physic.set_velocity_x(0);
197 physic.set_velocity_y(0);
198 set_state(STATE_SQUISHED);
199 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
200 player.bounce(*this);
206 sound_manager->play("sounds/fall.wav", get_pos());
207 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
208 physic.set_velocity_y(0);
209 physic.enable_gravity(true);
210 set_state(STATE_FALLING);
214 BadGuy::set_state(State state)
216 if(this->state == state)
219 State laststate = this->state;
223 state_timer.start(SQUISH_TIME);
226 flags &= ~FLAG_NO_COLLDET;
227 bbox.set_pos(start_position);
230 // was the badguy dead anyway?
231 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
234 flags |= FLAG_NO_COLLDET;
237 flags |= FLAG_NO_COLLDET;
245 BadGuy::is_offscreen()
247 float scroll_x = Sector::current()->camera->get_translation().x;
248 float scroll_y = Sector::current()->camera->get_translation().y;
250 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
251 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
252 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
253 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
260 BadGuy::try_activate()
262 float scroll_x = Sector::current()->camera->get_translation().x;
263 float scroll_y = Sector::current()->camera->get_translation().y;
265 /* Activate badguys if they're just around the screen to avoid
266 * the effect of having badguys suddenly popping up from nowhere.
268 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
269 start_position.x < scroll_x - bbox.get_width() &&
270 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
271 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
273 set_state(STATE_ACTIVE);
275 } else if (start_position.x > scroll_x &&
276 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
277 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
278 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
280 set_state(STATE_ACTIVE);
282 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
283 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
284 ((start_position.y > scroll_y &&
285 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
286 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
287 start_position.y < scroll_y))) {
288 dir = start_position.x < scroll_x ? RIGHT : LEFT;
289 set_state(STATE_ACTIVE);
291 } else if(state == STATE_INIT
292 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
293 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
294 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
295 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
297 set_state(STATE_ACTIVE);