2 // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.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 "object/ispy.hpp"
19 #include "object/player.hpp"
20 #include "object/tilemap.hpp"
21 #include "sprite/sprite.hpp"
22 #include "supertux/object_factory.hpp"
23 #include "supertux/sector.hpp"
24 #include "supertux/tile.hpp"
25 #include "util/reader.hpp"
29 Ispy::Ispy(const Reader& reader) :
30 MovingSprite(reader, "images/objects/ispy/ispy.sprite", LAYER_TILES+5, COLGROUP_DISABLED),
31 state(ISPYSTATE_IDLE),
35 // read script to execute
36 reader.get("script", script);
38 // read direction to face in
40 bool facing_down = false;
41 reader.get("direction", dir_str);
42 if( dir_str == "left" ) dir = LEFT;
43 if( dir_str == "right" ) dir = RIGHT;
44 reader.get("facing-down", facing_down);
45 if (facing_down) dir = DOWN;
46 if (dir == AUTO) { log_warning << "Setting an Ispy's direction to AUTO is no good idea" << std::endl; }
48 // set initial sprite action
49 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
53 Ispy::collision(GameObject& , const CollisionHit& )
59 Ispy::line_intersects_line(Vector line1_start, Vector line1_end, Vector line2_start, Vector line2_end) {
60 // Adapted from Striker, (C) 1999 Joris van der Hoeven, GPL
62 float a1 = line1_start.x, b1 = line1_start.y, a2 = line1_end.x, b2 = line1_end.y;
63 float c1 = line2_start.x, d1 = line2_start.y, c2 = line2_end.x, d2 = line2_end.y;
65 float num = (b2-b1)*(c2-c1) - (a2-a1)*(d2-d1);
66 float den1 = (d2-b2)*(c1-c2) + (a2-c2)*(d1-d2);
67 float den2 = (d2-b2)*(a1-a2) + (a2-c2)*(b1-b2);
69 // normalize to positive numerator
76 // numerator is zero -> Check for parallel or coinciding lines
78 if ((b1-b2)*(c1-a2) != (a1-a2)*(d1-b2)) return false;
85 if (a1 > a2) std::swap(a1, a2);
86 if (c1 > c2) std::swap(c1, c2);
87 return ((a1 <= c2) && (a2 >= c1));
91 return (den1>=0) && (den1<=num) && (den2>=0) && (den2<=num);
96 Ispy::intersects_line(Rectf r, Vector line_start, Vector line_end)
99 Vector p2 = Vector(r.p2.x, r.p1.y);
101 Vector p4 = Vector(r.p1.x, r.p2.y);
102 if (line_intersects_line(p1, p2, line_start, line_end)) return true;
103 if (line_intersects_line(p2, p3, line_start, line_end)) return true;
104 if (line_intersects_line(p3, p4, line_start, line_end)) return true;
105 if (line_intersects_line(p4, p1, line_start, line_end)) return true;
110 Ispy::free_line_of_sight(Vector line_start, Vector line_end, const MovingObject* ignore_object)
113 // check if no tile is in the way
114 float lsx = std::min(line_start.x, line_end.x);
115 float lex = std::max(line_start.x, line_end.x);
116 float lsy = std::min(line_start.y, line_end.y);
117 float ley = std::max(line_start.y, line_end.y);
118 std::list<TileMap*> solid_tilemaps = Sector::current()->solid_tilemaps;
119 for (float test_x = lsx; test_x <= lex; test_x += 16) {
120 for (float test_y = lsy; test_y <= ley; test_y += 16) {
121 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
122 TileMap* solids = *i;
123 const Tile* tile = solids->get_tile_at(Vector(test_x, test_y));
125 // FIXME: check collision with slope tiles
126 if((tile->getAttributes() & Tile::SOLID)) return false;
131 // check if no object is in the way
132 using namespace collision;
133 Sector::MovingObjects& moving_objects = Sector::current()->moving_objects;
134 for(Sector::MovingObjects::const_iterator i = moving_objects.begin();
135 i != moving_objects.end(); ++i) {
136 const MovingObject* moving_object = *i;
137 if (moving_object == ignore_object) continue;
138 if (!moving_object->is_valid()) continue;
139 if ((moving_object->get_group() == COLGROUP_MOVING)
140 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
141 || (moving_object->get_group() == COLGROUP_STATIC)) {
142 if(intersects_line(moving_object->get_bbox(), line_start, line_end)) return false;
153 if (state == ISPYSTATE_IDLE) {
154 // check if a player has been spotted
155 bool playerSpotted = false;
156 std::vector<Player*> players = Sector::current()->get_players();
157 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
158 Player* player = *playerIter;
160 Vector eye = get_bbox().get_middle();
161 if (dir == LEFT) eye = Vector(get_bbox().p1.x, get_bbox().get_middle().y);
162 if (dir == RIGHT) eye = Vector(get_bbox().p2.x, get_bbox().get_middle().y);
163 if (dir == UP) eye = Vector(get_bbox().get_middle().x, get_bbox().p1.y);
164 if (dir == DOWN) eye = Vector(get_bbox().get_middle().x, get_bbox().p2.y);
166 // test for free line of sight to any of all four corners and the middle of a player's bounding box
167 if (free_line_of_sight(eye, player->get_bbox().p1, player)) playerSpotted = true;
168 if (free_line_of_sight(eye, Vector(player->get_bbox().p2.x, player->get_bbox().p1.y), player)) playerSpotted = true;
169 if (free_line_of_sight(eye, player->get_bbox().p2, player)) playerSpotted = true;
170 if (free_line_of_sight(eye, Vector(player->get_bbox().p1.x, player->get_bbox().p2.y), player)) playerSpotted = true;
171 if (free_line_of_sight(eye, player->get_bbox().get_middle(), player)) playerSpotted = true;
175 sprite->set_action((dir == DOWN) ? "alert-down" : ((dir == LEFT) ? "alert-left" : "alert-right"), 1);
176 state = ISPYSTATE_ALERT;
178 std::istringstream stream(script);
179 Sector::current()->run_script(stream, "Ispy");
182 if (state == ISPYSTATE_ALERT) {
183 if (sprite->animation_done()) {
184 sprite->set_action((dir == DOWN) ? "hiding-down" : ((dir == LEFT) ? "hiding-left" : "hiding-right"), 1);
185 state = ISPYSTATE_HIDING;
188 if (state == ISPYSTATE_HIDING) {
189 if (sprite->animation_done()) {
190 sprite->set_action((dir == DOWN) ? "showing-down" : ((dir == LEFT) ? "showing-left" : "showing-right"), 1);
191 state = ISPYSTATE_SHOWING;
194 if (state == ISPYSTATE_SHOWING) {
195 if (sprite->animation_done()) {
196 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
197 state = ISPYSTATE_IDLE;