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) {
191 if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
192 if(collision_squished(*badguy)) {
197 return collision_badguy(*badguy, hit);
200 Player* player = dynamic_cast<Player*> (&other);
204 if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
205 if(collision_squished(*player)) {
210 return collision_player(*player, hit);
213 Bullet* bullet = dynamic_cast<Bullet*> (&other);
215 return collision_bullet(*bullet, hit);
229 BadGuy::collision_solid(const CollisionHit& hit)
233 update_on_ground_flag(hit);
237 BadGuy::collision_player(Player& player, const CollisionHit& )
239 if(player.is_invincible()) {
251 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
257 BadGuy::collision_squished(GameObject& )
263 BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
266 if(bullet.get_type() == FIRE_BONUS) {
267 // fire bullet thaws frozen badguys
272 // other bullets ricochet
273 bullet.ricochet(*this, hit);
277 else if (is_ignited()) {
278 if(bullet.get_type() == ICE_BONUS) {
279 // ice bullets extinguish ignited badguys
284 // other bullets are absorbed by ignited badguys
289 else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
290 // fire bullets ignite flammable badguys
295 else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
296 // ice bullets freeze freezable badguys
302 // in all other cases, bullets ricochet
303 bullet.ricochet(*this, hit);
309 BadGuy::kill_squished(GameObject& object)
311 sound_manager->play("sounds/squish.wav", get_pos());
312 physic.gravity_enabled = true;
315 set_state(STATE_SQUISHED);
316 set_group(COLGROUP_MOVING_ONLY_STATIC);
317 Player* player = dynamic_cast<Player*>(&object);
319 if (countMe) Sector::current()->get_level()->stats.badguys++;
320 player->bounce(*this);
327 sound_manager->play("sounds/fall.wav", get_pos());
328 if (countMe) Sector::current()->get_level()->stats.badguys++;
330 physic.gravity_enabled = true;
331 set_state(STATE_FALLING);
335 BadGuy::set_state(State state)
337 if(this->state == state)
340 State laststate = this->state;
344 state_timer.start(SQUISH_TIME);
347 set_group(COLGROUP_MOVING);
348 bbox.set_pos(start_position);
351 // was the badguy dead anyway?
352 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
355 set_group(COLGROUP_DISABLED);
358 set_group(COLGROUP_DISABLED);
366 BadGuy::is_offscreen()
368 float scroll_x = Sector::current()->camera->get_translation().x;
369 float scroll_y = Sector::current()->camera->get_translation().y;
371 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
372 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
373 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
374 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
381 BadGuy::try_activate()
383 float scroll_x = Sector::current()->camera->get_translation().x;
384 float scroll_y = Sector::current()->camera->get_translation().y;
386 /* Activate badguys if they're just around the screen to avoid
387 * the effect of having badguys suddenly popping up from nowhere.
389 //Badguy left of screen
390 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
391 start_position.x < scroll_x - bbox.get_width() &&
392 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
393 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
394 if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
395 set_state(STATE_ACTIVE);
397 //Badguy right of screen
398 } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
399 start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
400 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
401 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
402 if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
403 set_state(STATE_ACTIVE);
405 //Badguy over or under screen
406 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
407 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
408 ((start_position.y > scroll_y + SCREEN_HEIGHT &&
409 start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
410 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
411 start_position.y < scroll_y - bbox.get_height() ))) {
412 if (start_dir != AUTO) dir = start_dir;
414 // if nearest player is to our right, start facing right
415 Player* player = get_nearest_player();
416 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
422 set_state(STATE_ACTIVE);
424 } else if(state == STATE_INIT
425 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
426 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
427 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
428 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
429 if (start_dir != AUTO) {
432 // if nearest player is to our right, start facing right
433 Player* player = get_nearest_player();
434 if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
440 set_state(STATE_ACTIVE);
446 BadGuy::might_fall(int height)
448 // make sure we check for at least a 1-pixel fall
453 float y1 = bbox.p2.y + 1;
454 float y2 = bbox.p2.y + 1 + height;
462 return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2));
466 BadGuy::get_nearest_player()
468 // FIXME: does not really return nearest player
470 std::vector<Player*> players = Sector::current()->get_players();
471 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
472 Player* player = *playerIter;
480 BadGuy::update_on_ground_flag(const CollisionHit& hit)
483 on_ground_flag = true;
484 floor_normal = hit.slope_normal;
491 return on_ground_flag;
495 BadGuy::get_floor_normal()
503 set_group(COLGROUP_MOVING_STATIC);
510 set_group(COLGROUP_MOVING);
515 BadGuy::is_freezable() const
521 BadGuy::is_frozen() const
538 BadGuy::is_flammable() const
544 BadGuy::is_ignited() const