4 // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.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 "resources.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "video/drawing_context.hpp"
27 #include "object_factory.hpp"
28 #include "game_session.hpp"
31 #include "object/tilemap.hpp"
32 #include "random_generator.hpp"
33 #include "object/sprite_particle.hpp"
35 Ispy::Ispy(const lisp::Lisp& reader)
36 : MovingSprite(reader, "images/objects/ispy/ispy.sprite", LAYER_TILES+5, COLGROUP_DISABLED), state(ISPYSTATE_IDLE), dir(AUTO)
38 // read script to execute
39 reader.get("script", script);
41 // read direction to face in
43 bool facing_down = false;
44 reader.get("direction", dir_str);
45 if( dir_str == "left" ) dir = LEFT;
46 if( dir_str == "right" ) dir = RIGHT;
47 reader.get("facing-down", facing_down);
48 if (facing_down) dir = DOWN;
49 if (dir == AUTO) log_warning << "Setting an Ispy's direction to AUTO is no good idea" << std::endl;
51 // set initial sprite action
52 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
56 Ispy::write(lisp::Writer& writer)
58 writer.start_list("ispy");
59 writer.write_float("x", bbox.p1.x);
60 writer.write_float("y", bbox.p1.y);
61 writer.write_string("script", script);
65 writer.write_string("direction", "down"); break;
67 writer.write_string("direction", "left"); break;
69 writer.write_string("direction", "right"); break;
72 writer.end_list("ispy");
76 Ispy::collision(GameObject& , const CollisionHit& )
82 Ispy::line_intersects_line(Vector line1_start, Vector line1_end, Vector line2_start, Vector line2_end) {
83 // Adapted from Striker, (C) 1999 Joris van der Hoeven, GPL
85 float a1 = line1_start.x, b1 = line1_start.y, a2 = line1_end.x, b2 = line1_end.y;
86 float c1 = line2_start.x, d1 = line2_start.y, c2 = line2_end.x, d2 = line2_end.y;
88 float num = (b2-b1)*(c2-c1) - (a2-a1)*(d2-d1);
89 float den1 = (d2-b2)*(c1-c2) + (a2-c2)*(d1-d2);
90 float den2 = (d2-b2)*(a1-a2) + (a2-c2)*(b1-b2);
92 // normalize to positive numerator
99 // numerator is zero -> Check for parallel or coinciding lines
101 if ((b1-b2)*(c1-a2) != (a1-a2)*(d1-b2)) return false;
108 if (a1 > a2) std::swap(a1, a2);
109 if (c1 > c2) std::swap(c1, c2);
110 return ((a1 <= c2) && (a2 >= c1));
114 return (den1>=0) && (den1<=num) && (den2>=0) && (den2<=num);
119 Ispy::intersects_line(Rect r, Vector line_start, Vector line_end)
122 Vector p2 = Vector(r.p2.x, r.p1.y);
124 Vector p4 = Vector(r.p1.x, r.p2.y);
125 if (line_intersects_line(p1, p2, line_start, line_end)) return true;
126 if (line_intersects_line(p2, p3, line_start, line_end)) return true;
127 if (line_intersects_line(p3, p4, line_start, line_end)) return true;
128 if (line_intersects_line(p4, p1, line_start, line_end)) return true;
133 Ispy::free_line_of_sight(Vector line_start, Vector line_end, const MovingObject* ignore_object)
136 // check if no tile is in the way
137 float lsx = std::min(line_start.x, line_end.x);
138 float lex = std::max(line_start.x, line_end.x);
139 float lsy = std::min(line_start.y, line_end.y);
140 float ley = std::max(line_start.y, line_end.y);
141 std::list<TileMap*> solid_tilemaps = Sector::current()->solid_tilemaps;
142 for (float test_x = lsx; test_x <= lex; test_x += 16) {
143 for (float test_y = lsy; test_y <= ley; test_y += 16) {
144 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
145 TileMap* solids = *i;
146 const Tile* tile = solids->get_tile_at(Vector(test_x, test_y));
148 // FIXME: check collision with slope tiles
149 if((tile->getAttributes() & Tile::SOLID)) return false;
154 // check if no object is in the way
155 using namespace collision;
156 Sector::MovingObjects& moving_objects = Sector::current()->moving_objects;
157 for(Sector::MovingObjects::const_iterator i = moving_objects.begin();
158 i != moving_objects.end(); ++i) {
159 const MovingObject* moving_object = *i;
160 if (moving_object == ignore_object) continue;
161 if (!moving_object->is_valid()) continue;
162 if ((moving_object->get_group() == COLGROUP_MOVING)
163 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
164 || (moving_object->get_group() == COLGROUP_STATIC)) {
165 if(intersects_line(moving_object->get_bbox(), line_start, line_end)) return false;
176 if (state == ISPYSTATE_IDLE) {
177 // check if a player has been spotted
178 bool playerSpotted = false;
179 std::vector<Player*> players = Sector::current()->get_players();
180 for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
181 Player* player = *playerIter;
183 Vector eye = get_bbox().get_middle();
184 if (dir == LEFT) eye = Vector(get_bbox().p1.x, get_bbox().get_middle().y);
185 if (dir == RIGHT) eye = Vector(get_bbox().p2.x, get_bbox().get_middle().y);
186 if (dir == UP) eye = Vector(get_bbox().get_middle().x, get_bbox().p1.y);
187 if (dir == DOWN) eye = Vector(get_bbox().get_middle().x, get_bbox().p2.y);
189 // test for free line of sight to any of all four corners and the middle of a player's bounding box
190 if (free_line_of_sight(eye, player->get_bbox().p1, player)) playerSpotted = true;
191 if (free_line_of_sight(eye, Vector(player->get_bbox().p2.x, player->get_bbox().p1.y), player)) playerSpotted = true;
192 if (free_line_of_sight(eye, player->get_bbox().p2, player)) playerSpotted = true;
193 if (free_line_of_sight(eye, Vector(player->get_bbox().p1.x, player->get_bbox().p2.y), player)) playerSpotted = true;
194 if (free_line_of_sight(eye, player->get_bbox().get_middle(), player)) playerSpotted = true;
198 sprite->set_action((dir == DOWN) ? "alert-down" : ((dir == LEFT) ? "alert-left" : "alert-right"), 1);
199 state = ISPYSTATE_ALERT;
201 std::istringstream stream(script);
202 Sector::current()->run_script(stream, "Ispy");
205 if (state == ISPYSTATE_ALERT) {
206 if (sprite->animation_done()) {
207 sprite->set_action((dir == DOWN) ? "hiding-down" : ((dir == LEFT) ? "hiding-left" : "hiding-right"), 1);
208 state = ISPYSTATE_HIDING;
211 if (state == ISPYSTATE_HIDING) {
212 if (sprite->animation_done()) {
213 sprite->set_action((dir == DOWN) ? "showing-down" : ((dir == LEFT) ? "showing-left" : "showing-right"), 1);
214 state = ISPYSTATE_SHOWING;
217 if (state == ISPYSTATE_SHOWING) {
218 if (sprite->animation_done()) {
219 sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
220 state = ISPYSTATE_IDLE;
225 IMPLEMENT_FACTORY(Ispy, "ispy");