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.
23 #include "object/camera.hpp"
24 #include "object/tilemap.hpp"
26 #include "statistics.hpp"
27 #include "game_session.hpp"
31 static const float SQUISH_TIME = 2;
32 static const float X_OFFSCREEN_DISTANCE = 1600;
33 static const float Y_OFFSCREEN_DISTANCE = 1200;
36 : countMe(true), sprite(0), dir(LEFT), layer(LAYER_OBJECTS), state(STATE_INIT) {
37 set_group(COLGROUP_DISABLED);
46 BadGuy::draw(DrawingContext& context)
50 if(state == STATE_INIT || state == STATE_INACTIVE)
52 if(state == STATE_FALLING) {
53 DrawingEffect old_effect = context.get_drawing_effect();
54 context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
55 sprite->draw(context, get_pos(), layer);
56 context.set_drawing_effect(old_effect);
58 sprite->draw(context, get_pos(), layer);
63 BadGuy::update(float elapsed_time)
65 if(!Sector::current()->inside(bbox)) {
70 set_state(STATE_INACTIVE);
75 active_update(elapsed_time);
79 inactive_update(elapsed_time);
83 if(state_timer.check()) {
87 movement = physic.get_movement(elapsed_time);
90 movement = physic.get_movement(elapsed_time);
106 BadGuy::save(lisp::Writer& )
108 log_warning << "tried to write out a generic badguy" << std::endl;
112 BadGuy::active_update(float elapsed_time)
114 movement = physic.get_movement(elapsed_time);
118 BadGuy::inactive_update(float )
123 BadGuy::collision_tile(uint32_t tile_attributes)
125 if(tile_attributes & Tile::HURTS)
130 BadGuy::collision(GameObject& other, const CollisionHit& hit)
137 if(other.get_flags() & FLAG_SOLID)
138 return collision_solid(other, hit);
140 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
141 if(badguy && badguy->state == STATE_ACTIVE)
142 return collision_badguy(*badguy, hit);
144 Player* player = dynamic_cast<Player*> (&other);
146 return collision_player(*player, hit);
151 if(other.get_flags() & FLAG_SOLID)
162 BadGuy::collision_solid(GameObject& , const CollisionHit& )
168 BadGuy::collision_player(Player& player, const CollisionHit& )
171 printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
173 player.get_movement().x, player.get_movement().y,
174 get_movement().x, get_movement().y,
175 hit.normal.x, hit.normal.y);
179 if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
180 // if it's not possible to squish us, then this will hurt
181 if(collision_squished(player))
185 if(player.is_invincible()) {
195 BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
201 BadGuy::collision_squished(Player& )
207 BadGuy::kill_squished(Player& player)
209 sound_manager->play("sounds/squish.wav", get_pos());
210 physic.enable_gravity(true);
211 physic.set_velocity_x(0);
212 physic.set_velocity_y(0);
213 set_state(STATE_SQUISHED);
214 set_group(COLGROUP_MOVING_ONLY_STATIC);
215 if (countMe) Sector::current()->get_level()->stats.badguys++;
216 player.bounce(*this);
222 sound_manager->play("sounds/fall.wav", get_pos());
223 if (countMe) Sector::current()->get_level()->stats.badguys++;
224 physic.set_velocity_y(0);
225 physic.enable_gravity(true);
226 set_state(STATE_FALLING);
230 BadGuy::set_state(State state)
232 if(this->state == state)
235 State laststate = this->state;
239 state_timer.start(SQUISH_TIME);
242 set_group(COLGROUP_MOVING);
243 bbox.set_pos(start_position);
246 // was the badguy dead anyway?
247 if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
250 set_group(COLGROUP_DISABLED);
253 set_group(COLGROUP_DISABLED);
261 BadGuy::is_offscreen()
263 float scroll_x = Sector::current()->camera->get_translation().x;
264 float scroll_y = Sector::current()->camera->get_translation().y;
266 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
267 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
268 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
269 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
276 BadGuy::try_activate()
278 float scroll_x = Sector::current()->camera->get_translation().x;
279 float scroll_y = Sector::current()->camera->get_translation().y;
281 /* Activate badguys if they're just around the screen to avoid
282 * the effect of having badguys suddenly popping up from nowhere.
284 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
285 start_position.x < scroll_x - bbox.get_width() &&
286 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
287 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
289 set_state(STATE_ACTIVE);
291 } else if (start_position.x > scroll_x &&
292 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
293 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
294 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
296 set_state(STATE_ACTIVE);
298 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
299 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
300 ((start_position.y > scroll_y &&
301 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
302 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
303 start_position.y < scroll_y))) {
304 dir = start_position.x < scroll_x ? RIGHT : LEFT;
305 set_state(STATE_ACTIVE);
307 } else if(state == STATE_INIT
308 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
309 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
310 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
311 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
313 set_state(STATE_ACTIVE);
319 BadGuy::might_fall(int height)
321 // make sure we check for at least a 1-pixel fall
326 float y1 = bbox.p2.y + 1;
327 float y2 = bbox.p2.y + 1 + height;
335 return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
339 BadGuy::get_nearest_player()
341 // FIXME: does not really return nearest player
343 std::vector<Player*> players = Sector::current()->get_players();
344 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
345 Player* player = *playerIter;