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"
27 #include "game_session.hpp"
29 static const float SQUISH_TIME = 2;
30 static const float X_OFFSCREEN_DISTANCE = 1600;
31 static const float Y_OFFSCREEN_DISTANCE = 1200;
34 : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
36 set_group(COLGROUP_DISABLED);
45 BadGuy::draw(DrawingContext& context)
49 if(state == STATE_INIT || state == STATE_INACTIVE)
51 if(state == STATE_FALLING) {
52 DrawingEffect old_effect = context.get_drawing_effect();
53 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
54 sprite->draw(context, get_pos(), LAYER_OBJECTS);
55 context.set_drawing_effect(old_effect);
57 sprite->draw(context, get_pos(), LAYER_OBJECTS);
62 BadGuy::update(float elapsed_time)
64 if(!Sector::current()->inside(bbox)) {
69 set_state(STATE_INACTIVE);
74 active_update(elapsed_time);
78 inactive_update(elapsed_time);
82 if(state_timer.check()) {
86 movement = physic.get_movement(elapsed_time);
89 movement = physic.get_movement(elapsed_time);
105 BadGuy::save(lisp::Writer& )
107 std::cout << "Warning: tried to write out a generic badguy." << std::endl;
111 BadGuy::active_update(float elapsed_time)
113 movement = physic.get_movement(elapsed_time);
117 BadGuy::inactive_update(float )
122 BadGuy::collision_tile(uint32_t tile_attributes)
124 if(tile_attributes & Tile::HURTS)
129 BadGuy::collision(GameObject& other, const CollisionHit& hit)
136 if(other.get_flags() & FLAG_SOLID)
137 return collision_solid(other, hit);
139 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
140 if(badguy && badguy->state == STATE_ACTIVE)
141 return collision_badguy(*badguy, hit);
143 Player* player = dynamic_cast<Player*> (&other);
145 return collision_player(*player, hit);
150 if(other.get_flags() & FLAG_SOLID)
161 BadGuy::collision_solid(GameObject& , const CollisionHit& )
167 BadGuy::collision_player(Player& player, const CollisionHit& )
169 if(player.is_invincible()) {
175 if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
176 (get_bbox().p1.y + get_bbox().p2.y) / 2) {
177 // if it's not possible to squish us, then this will hurt
178 if(collision_squished(player))
182 player.kill(Player::SHRINK);
187 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
193 BadGuy::collision_squished(Player& )
199 BadGuy::kill_squished(Player& player)
201 sound_manager->play("sounds/squish.wav", get_pos());
202 physic.enable_gravity(true);
203 physic.set_velocity_x(0);
204 physic.set_velocity_y(0);
205 set_state(STATE_SQUISHED);
206 set_group(COLGROUP_MOVING_ONLY_STATIC);
207 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
208 player.bounce(*this);
214 sound_manager->play("sounds/fall.wav", get_pos());
215 global_stats.add_points(BADGUYS_KILLED_STAT, 1);
216 physic.set_velocity_y(0);
217 physic.enable_gravity(true);
218 set_state(STATE_FALLING);
222 BadGuy::set_state(State state)
224 if(this->state == state)
227 State laststate = this->state;
231 state_timer.start(SQUISH_TIME);
234 set_group(COLGROUP_MOVING);
235 bbox.set_pos(start_position);
238 // was the badguy dead anyway?
239 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
242 set_group(COLGROUP_DISABLED);
245 set_group(COLGROUP_DISABLED);
253 BadGuy::is_offscreen()
255 float scroll_x = Sector::current()->camera->get_translation().x;
256 float scroll_y = Sector::current()->camera->get_translation().y;
258 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
259 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
260 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
261 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
268 BadGuy::try_activate()
270 float scroll_x = Sector::current()->camera->get_translation().x;
271 float scroll_y = Sector::current()->camera->get_translation().y;
273 /* Activate badguys if they're just around the screen to avoid
274 * the effect of having badguys suddenly popping up from nowhere.
276 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
277 start_position.x < scroll_x - bbox.get_width() &&
278 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
279 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
281 set_state(STATE_ACTIVE);
283 } else if (start_position.x > scroll_x &&
284 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
285 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
286 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
288 set_state(STATE_ACTIVE);
290 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
291 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
292 ((start_position.y > scroll_y &&
293 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
294 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
295 start_position.y < scroll_y))) {
296 dir = start_position.x < scroll_x ? RIGHT : LEFT;
297 set_state(STATE_ACTIVE);
299 } else if(state == STATE_INIT
300 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
301 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
302 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
303 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
305 set_state(STATE_ACTIVE);
311 BadGuy::may_fall_off_platform()
314 // First, let's say the badguy moves 32 units in the
315 // direction it's heading, so do some voodoo maths magic
316 // to determine its future position.
319 pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
321 pos = Vector(bbox.p2.x, bbox.p2.y);
323 // Now, snap the badguy's X coordinate to the 32x32/cell grid.
324 if (dir == LEFT) // use the ceiling
325 tile_x = (int)ceilf(pos.x/32.0f);
326 else // use the floor
327 tile_x = (int)floorf(pos.x/32.0f);
329 // We might be falling down, so use the ceiling to round upward and
330 // get the lower position. (Positive Y goes downward.)
331 tile_y = (int)ceilf(pos.y/32.0f);
333 #if defined(DEBUG_STAY_ON_PLATFORM)
335 GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999);
338 // Now, if the badguy intersects with a tile, he won't fall off.
339 // If he doesn't intersect, he probably will.
340 // Note that the tile's Y coordinate is offset by +1 from the object's Y.
341 if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
343 // It's a solid tile. Good.
347 // Watch out there buddy, you might take a sticky end!