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.
22 #include "object/camera.hpp"
23 #include "object/tilemap.hpp"
25 #include "statistics.hpp"
26 #include "game_session.hpp"
29 #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), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false)
39 start_position = bbox.p1;
41 sound_manager->preload("sounds/squish.wav");
42 sound_manager->preload("sounds/fall.wav");
45 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
46 : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false)
48 start_position = bbox.p1;
50 sound_manager->preload("sounds/squish.wav");
51 sound_manager->preload("sounds/fall.wav");
54 BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
55 : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false)
57 start_position = bbox.p1;
59 std::string dir_str = "auto";
60 reader.get("direction", dir_str);
61 start_dir = str2dir( dir_str );
64 sound_manager->preload("sounds/squish.wav");
65 sound_manager->preload("sounds/fall.wav");
69 BadGuy::draw(DrawingContext& context)
73 if(state == STATE_INIT || state == STATE_INACTIVE)
75 if(state == STATE_FALLING) {
76 DrawingEffect old_effect = context.get_drawing_effect();
77 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
78 sprite->draw(context, get_pos(), layer);
79 context.set_drawing_effect(old_effect);
81 sprite->draw(context, get_pos(), layer);
86 BadGuy::update(float elapsed_time)
88 if(!Sector::current()->inside(bbox)) {
93 if (state == STATE_ACTIVE) deactivate();
94 set_state(STATE_INACTIVE);
99 active_update(elapsed_time);
103 inactive_update(elapsed_time);
107 if(state_timer.check()) {
111 movement = physic.get_movement(elapsed_time);
114 movement = physic.get_movement(elapsed_time);
118 on_ground_flag = false;
122 BadGuy::str2dir( std::string dir_str )
124 if( dir_str == "auto" )
126 if( dir_str == "left" )
128 if( dir_str == "right" )
132 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
147 BadGuy::save(lisp::Writer& )
149 log_warning << "tried to write out a generic badguy" << std::endl;
153 BadGuy::active_update(float elapsed_time)
155 movement = physic.get_movement(elapsed_time);
159 BadGuy::inactive_update(float )
164 BadGuy::collision_tile(uint32_t tile_attributes)
166 if(tile_attributes & Tile::HURTS) {
167 if (tile_attributes & Tile::FIRE) {
168 if (is_flammable()) ignite();
170 else if (tile_attributes & Tile::ICE) {
171 if (is_freezable()) freeze();
180 BadGuy::collision(GameObject& other, const CollisionHit& hit)
187 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
188 if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
189 return collision_badguy(*badguy, hit);
191 Player* player = dynamic_cast<Player*> (&other);
193 return collision_player(*player, hit);
195 Bullet* bullet = dynamic_cast<Bullet*> (&other);
197 return collision_bullet(*bullet, hit);
211 BadGuy::collision_solid(const CollisionHit& hit)
213 physic.set_velocity_x(0);
214 physic.set_velocity_y(0);
215 update_on_ground_flag(hit);
219 BadGuy::collision_player(Player& player, const CollisionHit& )
222 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
223 // if it's not possible to squish us, then this will hurt
224 if(collision_squished(player)) {
229 if(player.is_invincible()) {
241 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
247 BadGuy::collision_squished(Player& )
253 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
256 if(bullet.get_type() == FIRE_BONUS) {
257 // fire bullet thaws frozen badguys
262 // other bullets ricochet
263 bullet.ricochet(*this, hit);
267 else if (is_ignited()) {
268 if(bullet.get_type() == ICE_BONUS) {
269 // ice bullets extinguish ignited badguys
274 // other bullets are absorbed by ignited badguys
279 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
280 // fire bullets ignite flammable badguys
285 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
286 // ice bullets freeze freezable badguys
292 // in all other cases, bullets ricochet
293 bullet.ricochet(*this, hit);
299 BadGuy::kill_squished(Player& player)
301 sound_manager->play("sounds/squish.wav", get_pos());
302 physic.enable_gravity(true);
303 physic.set_velocity_x(0);
304 physic.set_velocity_y(0);
305 set_state(STATE_SQUISHED);
306 set_group(COLGROUP_MOVING_ONLY_STATIC);
307 if (countMe) Sector::current()->get_level()->stats.badguys++;
308 player.bounce(*this);
314 sound_manager->play("sounds/fall.wav", get_pos());
315 if (countMe) Sector::current()->get_level()->stats.badguys++;
316 physic.set_velocity_y(0);
317 physic.enable_gravity(true);
318 set_state(STATE_FALLING);
322 BadGuy::set_state(State state)
324 if(this->state == state)
327 State laststate = this->state;
331 state_timer.start(SQUISH_TIME);
334 set_group(COLGROUP_MOVING);
335 bbox.set_pos(start_position);
338 // was the badguy dead anyway?
339 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
342 set_group(COLGROUP_DISABLED);
345 set_group(COLGROUP_DISABLED);
353 BadGuy::is_offscreen()
355 float scroll_x = Sector::current()->camera->get_translation().x;
356 float scroll_y = Sector::current()->camera->get_translation().y;
358 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
359 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
360 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
361 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
368 BadGuy::try_activate()
370 float scroll_x = Sector::current()->camera->get_translation().x;
371 float scroll_y = Sector::current()->camera->get_translation().y;
373 /* Activate badguys if they're just around the screen to avoid
374 * the effect of having badguys suddenly popping up from nowhere.
376 //Badguy left of screen
377 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
378 start_position.x < scroll_x - bbox.get_width() &&
379 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
380 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
381 if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
382 set_state(STATE_ACTIVE);
384 //Badguy right of screen
385 } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
386 start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
387 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
388 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
389 if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
390 set_state(STATE_ACTIVE);
392 //Badguy over or under screen
393 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
394 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
395 ((start_position.y > scroll_y + SCREEN_HEIGHT &&
396 start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
397 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
398 start_position.y < scroll_y - bbox.get_height() ))) {
399 if (start_dir != AUTO) dir = start_dir;
401 // if nearest player is to our right, start facing right
402 Player* player = get_nearest_player();
403 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
409 set_state(STATE_ACTIVE);
411 } else if(state == STATE_INIT
412 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
413 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
414 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
415 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
416 if (start_dir != AUTO) {
419 // if nearest player is to our right, start facing right
420 Player* player = get_nearest_player();
421 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
427 set_state(STATE_ACTIVE);
433 BadGuy::might_fall(int height)
435 // make sure we check for at least a 1-pixel fall
440 float y1 = bbox.p2.y + 1;
441 float y2 = bbox.p2.y + 1 + height;
449 return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2));
453 BadGuy::get_nearest_player()
455 // FIXME: does not really return nearest player
457 std::vector<Player*> players = Sector::current()->get_players();
458 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
459 Player* player = *playerIter;
467 BadGuy::update_on_ground_flag(const CollisionHit& hit)
469 if (hit.bottom) on_ground_flag = true;
475 return on_ground_flag;
481 set_group(COLGROUP_MOVING_STATIC);
488 set_group(COLGROUP_MOVING);
493 BadGuy::is_freezable() const
499 BadGuy::is_frozen() const
516 BadGuy::is_flammable() const
522 BadGuy::is_ignited() const