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;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
37 : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
39 start_position = bbox.p1;
42 BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
43 : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
45 start_position = bbox.p1;
49 BadGuy::draw(DrawingContext& context)
53 if(state == STATE_INIT || state == STATE_INACTIVE)
55 if(state == STATE_FALLING) {
56 DrawingEffect old_effect = context.get_drawing_effect();
57 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
58 sprite->draw(context, get_pos(), layer);
59 context.set_drawing_effect(old_effect);
61 sprite->draw(context, get_pos(), layer);
66 BadGuy::update(float elapsed_time)
68 if(!Sector::current()->inside(bbox)) {
73 set_state(STATE_INACTIVE);
78 active_update(elapsed_time);
82 inactive_update(elapsed_time);
86 if(state_timer.check()) {
90 movement = physic.get_movement(elapsed_time);
93 movement = physic.get_movement(elapsed_time);
109 BadGuy::save(lisp::Writer& )
111 log_warning << "tried to write out a generic badguy" << std::endl;
115 BadGuy::active_update(float elapsed_time)
117 movement = physic.get_movement(elapsed_time);
121 BadGuy::inactive_update(float )
126 BadGuy::collision_tile(uint32_t tile_attributes)
128 if(tile_attributes & Tile::HURTS)
133 BadGuy::collision(GameObject& other, const CollisionHit& hit)
140 if(other.get_flags() & FLAG_SOLID)
141 return collision_solid(other, hit);
143 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
144 if(badguy && badguy->state == STATE_ACTIVE)
145 return collision_badguy(*badguy, hit);
147 Player* player = dynamic_cast<Player*> (&other);
149 return collision_player(*player, hit);
151 Bullet* bullet = dynamic_cast<Bullet*> (&other);
153 return collision_bullet(*bullet, hit);
158 if(other.get_flags() & FLAG_SOLID)
169 BadGuy::collision_solid(GameObject& , const CollisionHit& )
175 BadGuy::collision_player(Player& player, const CollisionHit& )
178 printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
180 player.get_movement().x, player.get_movement().y,
181 get_movement().x, get_movement().y,
182 hit.normal.x, hit.normal.y);
186 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
187 // if it's not possible to squish us, then this will hurt
188 if(collision_squished(player))
192 if(player.is_invincible()) {
202 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
208 BadGuy::collision_squished(Player& )
214 BadGuy::collision_bullet(Bullet& , const CollisionHit& )
221 BadGuy::kill_squished(Player& player)
223 sound_manager->play("sounds/squish.wav", get_pos());
224 physic.enable_gravity(true);
225 physic.set_velocity_x(0);
226 physic.set_velocity_y(0);
227 set_state(STATE_SQUISHED);
228 set_group(COLGROUP_MOVING_ONLY_STATIC);
229 if (countMe) Sector::current()->get_level()->stats.badguys++;
230 player.bounce(*this);
236 sound_manager->play("sounds/fall.wav", get_pos());
237 if (countMe) Sector::current()->get_level()->stats.badguys++;
238 physic.set_velocity_y(0);
239 physic.enable_gravity(true);
240 set_state(STATE_FALLING);
244 BadGuy::set_state(State state)
246 if(this->state == state)
249 State laststate = this->state;
253 state_timer.start(SQUISH_TIME);
256 set_group(COLGROUP_MOVING);
257 bbox.set_pos(start_position);
260 // was the badguy dead anyway?
261 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
264 set_group(COLGROUP_DISABLED);
267 set_group(COLGROUP_DISABLED);
275 BadGuy::is_offscreen()
277 float scroll_x = Sector::current()->camera->get_translation().x;
278 float scroll_y = Sector::current()->camera->get_translation().y;
280 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
281 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
282 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
283 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
290 BadGuy::try_activate()
292 float scroll_x = Sector::current()->camera->get_translation().x;
293 float scroll_y = Sector::current()->camera->get_translation().y;
295 /* Activate badguys if they're just around the screen to avoid
296 * the effect of having badguys suddenly popping up from nowhere.
298 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
299 start_position.x < scroll_x - bbox.get_width() &&
300 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
301 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
303 set_state(STATE_ACTIVE);
305 } else if (start_position.x > scroll_x &&
306 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
307 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
308 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
310 set_state(STATE_ACTIVE);
312 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
313 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
314 ((start_position.y > scroll_y &&
315 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
316 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
317 start_position.y < scroll_y))) {
318 dir = start_position.x < scroll_x ? RIGHT : LEFT;
319 set_state(STATE_ACTIVE);
321 } else if(state == STATE_INIT
322 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
323 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
324 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
325 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
327 set_state(STATE_ACTIVE);
333 BadGuy::might_fall(int height)
335 // make sure we check for at least a 1-pixel fall
340 float y1 = bbox.p2.y + 1;
341 float y2 = bbox.p2.y + 1 + height;
349 return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
353 BadGuy::get_nearest_player()
355 // FIXME: does not really return nearest player
357 std::vector<Player*> players = Sector::current()->get_players();
358 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
359 Player* player = *playerIter;