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 "statistics.hpp"
26 static const float SQUISH_TIME = 2;
27 static const float X_OFFSCREEN_DISTANCE = 1600;
28 static const float Y_OFFSCREEN_DISTANCE = 1200;
31 : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
41 BadGuy::draw(DrawingContext& context)
45 if(state == STATE_INIT || state == STATE_INACTIVE)
47 if(state == STATE_FALLING) {
48 uint32_t old_effect = context.get_drawing_effect();
49 context.set_drawing_effect(old_effect | VERTICAL_FLIP);
50 sprite->draw(context, get_pos(), LAYER_OBJECTS);
51 context.set_drawing_effect(old_effect);
53 sprite->draw(context, get_pos(), LAYER_OBJECTS);
58 BadGuy::update(float elapsed_time)
60 if(!Sector::current()->inside(bbox)) {
65 set_state(STATE_INACTIVE);
70 active_update(elapsed_time);
74 inactive_update(elapsed_time);
78 if(state_timer.check()) {
82 movement = physic.get_movement(elapsed_time);
85 movement = physic.get_movement(elapsed_time);
101 BadGuy::active_update(float elapsed_time)
103 movement = physic.get_movement(elapsed_time);
107 BadGuy::inactive_update(float )
112 BadGuy::collision(GameObject& other, const CollisionHit& hit)
119 if(other.get_flags() & FLAG_SOLID)
120 return collision_solid(other, hit);
122 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
123 if(badguy && badguy->state == STATE_ACTIVE)
124 return collision_badguy(*badguy, hit);
126 Player* player = dynamic_cast<Player*> (&other);
128 return collision_player(*player, hit);
133 if(other.get_flags() & FLAG_SOLID)
144 BadGuy::collision_solid(GameObject& , const CollisionHit& )
150 BadGuy::collision_player(Player& player, const CollisionHit& )
152 if(player.is_invincible()) {
157 if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
158 (get_bbox().p1.y + get_bbox().p2.y) / 2) {
159 // if it's not is it possible to squish us, then this will hurt
160 if(!collision_squished(player))
161 player.kill(Player::SHRINK);
165 player.kill(Player::SHRINK);
170 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
176 BadGuy::collision_squished(Player& )
182 BadGuy::kill_squished(Player& player)
184 sound_manager->play("sounds/squish.ogg", get_pos());
185 physic.enable_gravity(true);
186 physic.set_velocity_x(0);
187 physic.set_velocity_y(0);
188 set_state(STATE_SQUISHED);
189 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
190 player.bounce(*this);
196 sound_manager->play("sounds/fall.ogg", get_pos());
197 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
198 physic.set_velocity_y(0);
199 physic.enable_gravity(true);
200 set_state(STATE_FALLING);
204 BadGuy::set_state(State state)
206 if(this->state == state)
209 State laststate = this->state;
213 state_timer.start(SQUISH_TIME);
216 flags &= ~FLAG_NO_COLLDET;
217 bbox.set_pos(start_position);
220 // was the badguy dead anyway?
221 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
224 flags |= FLAG_NO_COLLDET;
227 flags |= FLAG_NO_COLLDET;
235 BadGuy::is_offscreen()
237 float scroll_x = Sector::current()->camera->get_translation().x;
238 float scroll_y = Sector::current()->camera->get_translation().y;
240 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
241 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
242 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
243 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
250 BadGuy::try_activate()
252 float scroll_x = Sector::current()->camera->get_translation().x;
253 float scroll_y = Sector::current()->camera->get_translation().y;
255 /* Activate badguys if they're just around the screen to avoid
256 * the effect of having badguys suddenly popping up from nowhere.
258 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
259 start_position.x < scroll_x - bbox.get_width() &&
260 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
261 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
263 set_state(STATE_ACTIVE);
265 } else if (start_position.x > scroll_x &&
266 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
267 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
268 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
270 set_state(STATE_ACTIVE);
272 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
273 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
274 ((start_position.y > scroll_y &&
275 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
276 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
277 start_position.y < scroll_y))) {
278 dir = start_position.x < scroll_x ? RIGHT : LEFT;
279 set_state(STATE_ACTIVE);
281 } else if(state == STATE_INIT
282 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
283 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
284 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
285 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
287 set_state(STATE_ACTIVE);