2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/badguy.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "object/bullet.hpp"
21 #include "object/player.hpp"
22 #include "supertux/level.hpp"
23 #include "supertux/sector.hpp"
24 #include "supertux/tile.hpp"
25 #include "util/reader.hpp"
30 static const float SQUISH_TIME = 2;
32 static const float X_OFFSCREEN_DISTANCE = 1280;
33 static const float Y_OFFSCREEN_DISTANCE = 800;
34 static const int LAYER_FALLING = 500;
36 BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
37 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
40 is_initialized(false),
50 on_ground_flag(false),
52 colgroup_active(COLGROUP_MOVING)
54 start_position = bbox.p1;
56 sound_manager->preload("sounds/squish.wav");
57 sound_manager->preload("sounds/fall.wav");
59 dir = (start_dir == AUTO) ? LEFT : start_dir;
62 BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
63 MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
66 is_initialized(false),
76 on_ground_flag(false),
78 colgroup_active(COLGROUP_MOVING)
80 start_position = bbox.p1;
82 sound_manager->preload("sounds/squish.wav");
83 sound_manager->preload("sounds/fall.wav");
85 dir = (start_dir == AUTO) ? LEFT : start_dir;
88 BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
89 MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
92 is_initialized(false),
102 on_ground_flag(false),
104 colgroup_active(COLGROUP_MOVING)
106 start_position = bbox.p1;
108 std::string dir_str = "auto";
109 reader.get("direction", dir_str);
110 start_dir = str2dir( dir_str );
113 reader.get("dead-script", dead_script);
115 sound_manager->preload("sounds/squish.wav");
116 sound_manager->preload("sounds/fall.wav");
118 dir = (start_dir == AUTO) ? LEFT : start_dir;
122 BadGuy::draw(DrawingContext& context)
126 if(state == STATE_INIT || state == STATE_INACTIVE)
128 if(state == STATE_FALLING) {
129 DrawingEffect old_effect = context.get_drawing_effect();
130 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
131 sprite->draw(context, get_pos(), layer);
132 context.set_drawing_effect(old_effect);
134 sprite->draw(context, get_pos(), layer);
139 BadGuy::update(float elapsed_time)
141 if(!Sector::current()->inside(bbox)) {
142 is_active_flag = false;
145 // get badguy name from sprite_name ignoring path and extension
146 std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
147 int path_chars = badguy.rfind("/",badguy.length());
148 badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
149 // log warning since badguys_killed can no longer reach total_badguys
150 std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
151 log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
155 if ((state != STATE_INACTIVE) && is_offscreen()) {
156 if (state == STATE_ACTIVE) deactivate();
157 set_state(STATE_INACTIVE);
162 is_active_flag = true;
163 active_update(elapsed_time);
167 is_active_flag = false;
168 inactive_update(elapsed_time);
172 is_active_flag = false;
173 if(state_timer.check()) {
177 movement = physic.get_movement(elapsed_time);
180 is_active_flag = false;
181 movement = physic.get_movement(elapsed_time);
185 on_ground_flag = false;
189 BadGuy::str2dir( std::string dir_str )
191 if( dir_str == "auto" )
193 if( dir_str == "left" )
195 if( dir_str == "right" )
199 log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
219 BadGuy::active_update(float elapsed_time)
221 movement = physic.get_movement(elapsed_time);
223 sprite->stop_animation();
227 BadGuy::inactive_update(float )
232 BadGuy::collision_tile(uint32_t tile_attributes)
234 // Don't kill badguys that have already been killed
235 if (!is_active()) return;
237 if(tile_attributes & Tile::HURTS) {
238 if (tile_attributes & Tile::FIRE) {
239 if (is_flammable()) ignite();
241 else if (tile_attributes & Tile::ICE) {
242 if (is_freezable()) freeze();
251 BadGuy::collision(GameObject& other, const CollisionHit& hit)
253 if (!is_active()) return ABORT_MOVE;
255 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
256 if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
258 /* Badguys don't let badguys squish other badguys. It's bad. */
261 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
262 if(collision_squished(*badguy)) {
268 return collision_badguy(*badguy, hit);
271 Player* player = dynamic_cast<Player*> (&other);
275 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
276 if(collision_squished(*player)) {
281 return collision_player(*player, hit);
284 Bullet* bullet = dynamic_cast<Bullet*> (&other);
286 return collision_bullet(*bullet, hit);
292 BadGuy::collision_solid(const CollisionHit& hit)
294 physic.set_velocity_x(0);
295 physic.set_velocity_y(0);
296 update_on_ground_flag(hit);
300 BadGuy::collision_player(Player& player, const CollisionHit& )
302 if(player.is_invincible()) {
307 //TODO: unfreeze timer
317 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
323 BadGuy::collision_squished(GameObject& object)
325 // frozen badguys can be killed with butt-jump
328 Player* player = dynamic_cast<Player*>(&object);
329 if(player && (player->does_buttjump)) {
330 player->bounce(*this);
331 kill_fall();//TODO: shatter frozen badguys
339 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
342 if(bullet.get_type() == FIRE_BONUS) {
343 // fire bullet thaws frozen badguys
348 // other bullets ricochet
349 bullet.ricochet(*this, hit);
353 else if (is_ignited()) {
354 if(bullet.get_type() == ICE_BONUS) {
355 // ice bullets extinguish ignited badguys
360 // other bullets are absorbed by ignited badguys
365 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
366 // fire bullets ignite flammable badguys
371 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
372 // ice bullets freeze freezable badguys
378 // in all other cases, bullets ricochet
379 bullet.ricochet(*this, hit);
385 BadGuy::kill_squished(GameObject& object)
387 if (!is_active()) return;
389 sound_manager->play("sounds/squish.wav", get_pos());
390 physic.enable_gravity(true);
391 physic.set_velocity_x(0);
392 physic.set_velocity_y(0);
393 set_state(STATE_SQUISHED);
394 set_group(COLGROUP_MOVING_ONLY_STATIC);
395 Player* player = dynamic_cast<Player*>(&object);
397 player->bounce(*this);
407 if (!is_active()) return;
409 sound_manager->play("sounds/fall.wav", get_pos());
410 physic.set_velocity_y(0);
411 physic.set_acceleration_y(0);
412 physic.enable_gravity(true);
413 set_state(STATE_FALLING);
414 layer = LAYER_FALLING;
421 BadGuy::run_dead_script()
424 Sector::current()->get_level()->stats.badguys++;
429 if(dead_script != "") {
430 std::istringstream stream(dead_script);
431 Sector::current()->run_script(stream, "dead-script");
436 BadGuy::set_state(State state)
438 if(this->state == state)
441 State laststate = this->state;
445 state_timer.start(SQUISH_TIME);
448 set_group(colgroup_active);
449 //bbox.set_pos(start_position);
452 // was the badguy dead anyway?
453 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
456 set_group(COLGROUP_DISABLED);
459 set_group(COLGROUP_DISABLED);
467 BadGuy::is_offscreen()
469 Player* player = get_nearest_player();
470 if (!player) return false;
471 Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
472 // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
473 // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
474 if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
481 BadGuy::try_activate()
483 // Don't activate if player is dying
484 Player* player = get_nearest_player();
487 if (!is_offscreen()) {
488 set_state(STATE_ACTIVE);
489 if (!is_initialized) {
491 // if starting direction was set to AUTO, this is our chance to re-orient the badguy
492 if (start_dir == AUTO) {
493 Player* player = get_nearest_player();
494 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
502 is_initialized = true;
509 BadGuy::might_fall(int height)
511 // make sure we check for at least a 1-pixel fall
516 float y1 = bbox.p2.y + 1;
517 float y2 = bbox.p2.y + 1 + height;
525 return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
529 BadGuy::get_nearest_player()
531 return Sector::current()->get_nearest_player (this->get_bbox ());
535 BadGuy::update_on_ground_flag(const CollisionHit& hit)
538 on_ground_flag = true;
539 floor_normal = hit.slope_normal;
546 return on_ground_flag;
552 return is_active_flag;
556 BadGuy::get_floor_normal()
564 set_group(COLGROUP_MOVING_STATIC);
567 if(sprite->has_action("iced-left"))
568 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
569 // when no iced action exists, default to shading badguy blue
572 sprite->set_color(Color(0.60, 0.72, 0.88f));
573 sprite->stop_animation();
580 set_group(colgroup_active);
583 // restore original color if needed
584 if(!sprite->has_action("iced-left"))
586 sprite->set_color(Color(1.00, 1.00, 1.00f));
587 sprite->set_animation_loops();
592 BadGuy::is_freezable() const
598 BadGuy::is_frozen() const
615 BadGuy::is_flammable() const
621 BadGuy::is_ignited() const
627 BadGuy::set_colgroup_active(CollisionGroup group)
629 this->colgroup_active = group;
630 if (state == STATE_ACTIVE) set_group(group);