// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
-
#include "badguy.hpp"
#include "object/camera.hpp"
#include "object/tilemap.hpp"
#include "random_generator.hpp"
static const float SQUISH_TIME = 2;
+
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
- : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true),
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false),
dir(LEFT), start_dir(AUTO), frozen(false), ignited(false),
- state(STATE_INIT), on_ground_flag(false)
+ state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
{
start_position = bbox.p1;
sound_manager->preload("sounds/squish.wav");
sound_manager->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
- : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true),
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false),
dir(direction), start_dir(direction), frozen(false), ignited(false),
- state(STATE_INIT), on_ground_flag(false)
+ state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
{
start_position = bbox.p1;
sound_manager->preload("sounds/squish.wav");
sound_manager->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
- : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false)
+ : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
{
start_position = bbox.p1;
sound_manager->preload("sounds/squish.wav");
sound_manager->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
void
BadGuy::update(float elapsed_time)
{
if(!Sector::current()->inside(bbox)) {
+ is_active_flag = false;
remove_me();
return;
}
- if(is_offscreen()) {
+ if ((state != STATE_INACTIVE) && is_offscreen()) {
if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
switch(state) {
case STATE_ACTIVE:
+ is_active_flag = true;
active_update(elapsed_time);
break;
case STATE_INIT:
case STATE_INACTIVE:
+ is_active_flag = false;
inactive_update(elapsed_time);
try_activate();
break;
case STATE_SQUISHED:
+ is_active_flag = false;
if(state_timer.check()) {
remove_me();
break;
movement = physic.get_movement(elapsed_time);
break;
case STATE_FALLING:
+ is_active_flag = false;
movement = physic.get_movement(elapsed_time);
break;
}
}
void
+BadGuy::initialize()
+{
+}
+
+void
BadGuy::activate()
{
}
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
- switch(state) {
- case STATE_INIT:
- case STATE_INACTIVE:
- return ABORT_MOVE;
- case STATE_ACTIVE: {
- BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING) {
-
- // hit from above?
- if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
- if(collision_squished(*badguy)) {
- return ABORT_MOVE;
- }
- }
-
- return collision_badguy(*badguy, hit);
- }
-
- Player* player = dynamic_cast<Player*> (&other);
- if(player) {
+ if (!is_active()) return ABORT_MOVE;
- // hit from above?
- if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
- if(collision_squished(*player)) {
- return ABORT_MOVE;
- }
- }
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
- return collision_player(*player, hit);
+ // hit from above?
+ if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(collision_squished(*badguy)) {
+ return ABORT_MOVE;
}
+ }
- Bullet* bullet = dynamic_cast<Bullet*> (&other);
- if(bullet)
- return collision_bullet(*bullet, hit);
+ return collision_badguy(*badguy, hit);
+ }
- return FORCE_MOVE;
+ Player* player = dynamic_cast<Player*> (&other);
+ if(player) {
+
+ // hit from above?
+ if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(collision_squished(*player)) {
+ return ABORT_MOVE;
+ }
}
- case STATE_SQUISHED:
- return FORCE_MOVE;
- case STATE_FALLING:
- return FORCE_MOVE;
+
+ return collision_player(*player, hit);
}
- return ABORT_MOVE;
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet)
+ return collision_bullet(*bullet, hit);
+
+ return FORCE_MOVE;
}
void
sound_manager->play("sounds/fall.wav", get_pos());
if (countMe) Sector::current()->get_level()->stats.badguys++;
physic.set_velocity_y(0);
+ physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
state_timer.start(SQUISH_TIME);
break;
case STATE_ACTIVE:
- set_group(COLGROUP_MOVING);
- bbox.set_pos(start_position);
+ set_group(colgroup_active);
+ //bbox.set_pos(start_position);
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
bool
BadGuy::is_offscreen()
{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
- || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH
- || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
- || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT)
- return true;
-
- return false;
+ Player* player = get_nearest_player();
+ if (!player) return false;
+ Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+ if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) {
+ return false;
+ }
+ return true;
}
void
BadGuy::try_activate()
{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- //Badguy left of screen
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x - bbox.get_width() &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) {
- if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
- set_state(STATE_ACTIVE);
- activate();
- //Badguy right of screen
- } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
- start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) {
- if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
+ // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
+ // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+ Player* player = get_nearest_player();
+ if (!player) return;
+ Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+ if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
set_state(STATE_ACTIVE);
- activate();
- //Badguy over or under screen
- } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y + SCREEN_HEIGHT &&
- start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y - bbox.get_height() ))) {
- if (start_dir != AUTO) dir = start_dir;
- else{
- // if nearest player is to our right, start facing right
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
- dir = RIGHT;
- } else {
- dir = LEFT;
- }
- }
- set_state(STATE_ACTIVE);
- activate();
- } else if(state == STATE_INIT
- && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH
- && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT ) {
- if (start_dir != AUTO) {
- dir = start_dir;
- } else {
- // if nearest player is to our right, start facing right
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
- dir = RIGHT;
- } else {
- dir = LEFT;
+ if (!is_initialized) {
+
+ // if starting direction was set to AUTO, this is our chance to re-orient the badguy
+ if (start_dir == AUTO) {
+ Player* player = get_nearest_player();
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
}
+
+ initialize();
+ is_initialized = true;
}
- set_state(STATE_ACTIVE);
activate();
}
}
std::vector<Player*> players = Sector::current()->get_players();
for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
Player* player = *playerIter;
+ if (player->is_dying() || player->is_dead()) continue;
return player;
}
return on_ground_flag;
}
+bool
+BadGuy::is_active()
+{
+ return is_active_flag;
+}
+
Vector
BadGuy::get_floor_normal()
{
void
BadGuy::unfreeze()
{
- set_group(COLGROUP_MOVING);
+ set_group(colgroup_active);
frozen = false;
}
{
return ignited;
}
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group)
+{
+ this->colgroup_active = group;
+ if (state == STATE_ACTIVE) set_group(group);
+}
+