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a first implementation of doors to switch between sectors
[supertux.git]
/
src
/
badguy.cpp
diff --git
a/src/badguy.cpp
b/src/badguy.cpp
index
09adc6d
..
cfdc7ac
100644
(file)
--- a/
src/badguy.cpp
+++ b/
src/badguy.cpp
@@
-26,16
+26,14
@@
#include "globals.h"
#include "defines.h"
#include "badguy.h"
#include "globals.h"
#include "defines.h"
#include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-#include "world.h"
#include "tile.h"
#include "resources.h"
#include "sprite_manager.h"
#include "tile.h"
#include "resources.h"
#include "sprite_manager.h"
-#include "gameloop.h"
-#include "display_manager.h"
-#include "lispwriter.h"
#include "camera.h"
#include "camera.h"
+#include "lispwriter.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
@@
-109,8
+107,7
@@
BadGuyKind badguykind_from_string(const std::string& str)
return BAD_WALKINGTREE;
else
{
return BAD_WALKINGTREE;
else
{
- printf("Couldn't convert badguy: '%s'\n", str.c_str());
- return BAD_SNOWBALL;
+ return BAD_INVALID;
}
}
}
}
@@
-158,28
+155,23
@@
std::string badguykind_to_string(BadGuyKind kind)
}
}
}
}
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
- LispReader& lispreader)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
: removable(false), squishcount(0)
{
: removable(false), squishcount(0)
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
- lispreader.read_float("x", &start_position.x);
- lispreader.read_float("y", &start_position.y);
+ lispreader.read_float("x", start_position.x);
+ lispreader.read_float("y", start_position.y);
kind = kind_;
stay_on_platform = false;
kind = kind_;
stay_on_platform = false;
- lispreader.read_bool("stay-on-platform",
&stay_on_platform);
+ lispreader.read_bool("stay-on-platform",
stay_on_platform);
init();
}
init();
}
-BadGuy::BadGuy(
DisplayManager& display_manager, BadGuyKind kind_,
-
float x, float y
)
+BadGuy::BadGuy(
BadGuyKind kind_, float x, float y)
+
: removable(false), squishcount(0
)
{
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
start_position.x = x;
start_position.y = y;
stay_on_platform = false;
start_position.x = x;
start_position.y = y;
stay_on_platform = false;
@@
-222,8
+214,8
@@
BadGuy::init()
--base.y;
}
--base.y;
}
- if(
World
::current()->camera) {
- Vector scroll =
World
::current()->camera->get_translation();
+ if(
Sector::current() && Sector
::current()->camera) {
+ Vector scroll =
Sector
::current()->camera->get_translation();
if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
@@
-231,6
+223,10
@@
BadGuy::init()
start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
activate(LEFT);
}
start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
activate(LEFT);
}
+ } else {
+ if(start_position.x > 0 && start_position.x <= screen->w
+ && start_position.y > 0 && start_position.y <= screen->h)
+ activate(LEFT);
}
}
}
}
@@
-315,7
+311,7
@@
BadGuy::activate(Direction activation_dir)
void
BadGuy::action_mriceblock(double elapsed_time)
{
void
BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *
World::current()->get_tux()
;
+ Player& tux = *
Sector::current()->player
;
if(mode != HELD)
fall();
if(mode != HELD)
fall();
@@
-370,7
+366,7
@@
BadGuy::action_mriceblock(double elapsed_time)
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- float scroll_x =
World
::current()->camera->get_translation().x;
+ float scroll_x =
Sector
::current()->camera->get_translation().x;
/* handle stereo sound (number 10 should be tweaked...)*/
if (base.x < scroll_x + screen->w/2 - 10)
/* handle stereo sound (number 10 should be tweaked...)*/
if (base.x < scroll_x + screen->w/2 - 10)
@@
-401,7
+397,7
@@
BadGuy::check_horizontal_bump(bool checkcliff)
if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
-
World::current()->trybreakbrick(base.x, (int) base.y + halfheight
, false);
+
Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight)
, false);
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@
-410,7
+406,8
@@
BadGuy::check_horizontal_bump(bool checkcliff)
if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, (int) base.y + halfheight), false);
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
@@
-504,7
+501,7
@@
BadGuy::action_jumpy(double elapsed_time)
else
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
else
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- Player& tux = *
World::current()->get_tux()
;
+ Player& tux = *
Sector::current()->player
;
static const float JUMPV = 6;
static const float JUMPV = 6;
@@
-571,7
+568,7
@@
BadGuy::action_bomb(double elapsed_time)
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- float scroll_x =
World::current()->camera->get_translation().x;
+ float scroll_x =
Sector::current()->camera->get_translation().x;
/* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
if (base.x < scroll_x + screen->w/2 - 10)
/* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
if (base.x < scroll_x + screen->w/2 - 10)
@@
-595,7
+592,7
@@
BadGuy::action_bomb(double elapsed_time)
void
BadGuy::action_stalactite(double elapsed_time)
{
void
BadGuy::action_stalactite(double elapsed_time)
{
- Player& tux = *
World::current()->get_tux()
;
+ Player& tux = *
Sector::current()->player
;
static const int SHAKETIME = 800;
static const int RANGE = 40;
static const int SHAKETIME = 800;
static const int RANGE = 40;
@@
-662,8
+659,9
@@
BadGuy::action_fish(double elapsed_time)
static const int WAITTIME = 1000;
// go in wait mode when back in water
static const int WAITTIME = 1000;
// go in wait mode when back in water
- if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
- && physic.get_velocity_y() <= 0 && mode == NORMAL)
+ if(dying == DYING_NOT
+ && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+ && physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
set_sprite(0, 0);
{
mode = FISH_WAIT;
set_sprite(0, 0);
@@
-805,7
+803,7
@@
BadGuy::action_wingling(double elapsed_time)
physic.enable_gravity(true);
else
{
physic.enable_gravity(true);
else
{
- Player& tux = *
World::current()->get_tux()
;
+ Player& tux = *
Sector::current()->player
;
int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
@@
-834,7
+832,7
@@
BadGuy::action_wingling(double elapsed_time)
void
BadGuy::action_walkingtree(double elapsed_time)
{
void
BadGuy::action_walkingtree(double elapsed_time)
{
- Player& tux = *
World::current()->get_tux()
;
+ Player& tux = *
Sector::current()->player
;
Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
if (dying == DYING_NOT)
Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
if (dying == DYING_NOT)
@@
-866,15
+864,14
@@
BadGuy::action_walkingtree(double elapsed_time)
remove_me();
}
remove_me();
}
-
void
BadGuy::action(float elapsed_time)
{
void
BadGuy::action(float elapsed_time)
{
- float scroll_x =
World
::current()->camera->get_translation().x;
- float scroll_y =
World
::current()->camera->get_translation().y;
+ float scroll_x =
Sector
::current()->camera->get_translation().x;
+ float scroll_y =
Sector
::current()->camera->get_translation().y;
// BadGuy fall below the ground
// BadGuy fall below the ground
- if (base.y >
World::current()->get_level()->height
* 32) {
+ if (base.y >
Sector::current()->solids->get_height()
* 32) {
remove_me();
return;
}
remove_me();
return;
}
@@
-981,28
+978,20
@@
BadGuy::action(float elapsed_time)
}
void
}
void
-BadGuy::draw(
Camera& viewport, in
t)
+BadGuy::draw(
DrawingContext& contex
t)
{
{
- float scroll_x = viewport.get_translation().x;
- float scroll_y = viewport.get_translation().y;
-
- // Don't try to draw stuff that is outside of the screen
- if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+ Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+ if(sprite == 0)
return;
return;
-
- if(sprite_left == 0 || sprite_right == 0)
- {
- return;
- }
- Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
- if(dying == DYING_FALLING)
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)), SD_VERTICAL_FLIP);
+ if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
else
else
- sprite->draw(
viewport.world2screen(Vector(base.x, base.y))
);
+ sprite->draw(
context, Vector(base.x, base.y), LAYER_OBJECTS
);
- if (debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+ if(debug_mode)
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
}
void
}
void
@@
-1063,7
+1052,7
@@
BadGuy::squish_me(Player* player)
{
make_player_jump(player);
{
make_player_jump(player);
-
World
::current()->add_score(Vector(base.x, base.y),
+
Sector
::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
@@
-1080,10
+1069,10
@@
BadGuy::squish(Player* player)
if(kind == BAD_MRBOMB) {
// mrbomb transforms into a bomb now
if(kind == BAD_MRBOMB) {
// mrbomb transforms into a bomb now
- explode();
+ explode(
false
);
make_player_jump(player);
make_player_jump(player);
-
World
::current()->add_score(Vector(base.x, base.y),
+
Sector
::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
@@
-1135,7
+1124,7
@@
BadGuy::squish(Player* player)
make_player_jump(player);
make_player_jump(player);
-
World
::current()->add_score(Vector(base.x, base.y),
+
Sector
::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
25 * player_status.score_multiplier);
player_status.score_multiplier++;
@@
-1167,7
+1156,7
@@
BadGuy::squish(Player* player)
make_player_jump(player);
base.y += 66 - base.height;
make_player_jump(player);
base.y += 66 - base.height;
-
World
::current()->add_score(Vector(base.x, base.y),
+
Sector
::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
25 * player_status.score_multiplier);
player_status.score_multiplier++;
@@
-1189,7
+1178,7
@@
BadGuy::kill_me(int score)
set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
if(mode == HELD) {
mode = NORMAL;
set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
if(mode == HELD) {
mode = NORMAL;
- Player& tux = *
World::current()->get_tux();
+ Player& tux = *
Sector::current()->player;
tux.holding_something = false;
}
}
tux.holding_something = false;
}
}
@@
-1198,7
+1187,7
@@
BadGuy::kill_me(int score)
/* Gain some points: */
if (score != 0)
/* Gain some points: */
if (score != 0)
-
World
::current()->add_score(Vector(base.x, base.y),
+
Sector
::current()->add_score(Vector(base.x, base.y),
score * player_status.score_multiplier);
/* Play death sound: */
score * player_status.score_multiplier);
/* Play death sound: */
@@
-1206,9
+1195,15
@@
BadGuy::kill_me(int score)
}
void
}
void
-BadGuy::explode()
+BadGuy::explode(
bool right_way
)
{
{
- World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ if(right_way)
+ {
+ badguy->timer.start(0);
+ badguy->mode = BOMB_TICKING;
+ }
+
remove_me();
}
remove_me();
}
@@
-1279,7
+1274,7
@@
BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- pbad_c->explode();
+ pbad_c->explode(
true
);
return;
}
else if (pbad_c->kind != BAD_MRBOMB)
return;
}
else if (pbad_c->kind != BAD_MRBOMB)
@@
-1294,7
+1289,7
@@
BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- pbad_c->explode();
+ pbad_c->explode(
false
);
return;
}
else
return;
}
else