3 // SuperTux - Badguy "Igel"
4 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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/block.hpp"
25 #include "object/bullet.hpp"
28 const float WALKSPEED = 80; /**< speed at which we walk around */
29 const float TURN_RECOVER_TIME = 0.5; /**< seconds before we will again turn around when shot at */
30 const float RANGE_OF_VISION = 256; /**< range in px at which we can see bullets */
33 Igel::Igel(const lisp::Lisp& reader)
34 : WalkingBadguy(reader, "images/creatures/igel/igel.sprite", "walking-left", "walking-right")
36 walk_speed = WALKSPEED;
40 Igel::Igel(const Vector& pos, Direction d)
41 : WalkingBadguy(pos, d, "images/creatures/igel/igel.sprite", "walking-left", "walking-right")
43 walk_speed = WALKSPEED;
48 Igel::write(lisp::Writer& writer)
50 writer.start_list("igel");
51 WalkingBadguy::write(writer);
52 writer.end_list("igel");
64 WalkingBadguy::turn_around();
65 turn_recover_timer.start(TURN_RECOVER_TIME);
69 Igel::can_see(const MovingObject& o)
72 Rect ob = o.get_bbox();
74 bool inReach_left = ((ob.p2.x < mb.p1.x) && (ob.p2.x >= mb.p1.x-((dir == LEFT) ? RANGE_OF_VISION : 0)));
75 bool inReach_right = ((ob.p1.x > mb.p2.x) && (ob.p1.x <= mb.p2.x+((dir == RIGHT) ? RANGE_OF_VISION : 0)));
76 bool inReach_top = (ob.p2.y >= mb.p1.y);
77 bool inReach_bottom = (ob.p1.y <= mb.p2.y);
79 return ((inReach_left || inReach_right) && inReach_top && inReach_bottom);
83 Igel::active_update(float elapsed_time)
85 bool wants_to_flee = false;
87 // check if we see a fire bullet
88 Sector* sector = Sector::current();
89 for (Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
90 Bullet* bullet = dynamic_cast<Bullet*>(*i);
91 if (!bullet) continue;
92 if (bullet->get_type() != FIRE_BONUS) continue;
93 if (can_see(*bullet)) wants_to_flee = true;
96 // if we flee, handle this ourselves
97 if (wants_to_flee && (!turn_recover_timer.started())) {
99 BadGuy::active_update(elapsed_time);
103 // else adhere to default behaviour
104 WalkingBadguy::active_update(elapsed_time);
108 Igel::collision_bullet(Bullet& bullet, const CollisionHit& hit)
110 // default reaction if hit on front side
111 if (((dir == LEFT) && hit.left) || ((dir == RIGHT) && hit.right)) {
112 return BadGuy::collision_bullet(bullet, hit);
115 // else make bullet ricochet and ignore the hit
116 bullet.ricochet(*this, hit);
121 Igel::collision_squished(GameObject& )
127 IMPLEMENT_FACTORY(Igel, "igel")