#include "level.hpp"
#include "object/bullet.hpp"
#include "main.hpp"
+#include "object/particles.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), dir(LEFT), start_dir(AUTO), state(STATE_INIT)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true),
+ dir(LEFT), start_dir(AUTO), frozen(false), ignited(false),
+ state(STATE_INIT), on_ground_flag(false)
{
start_position = bbox.p1;
}
BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
- : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), state(STATE_INIT)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true),
+ dir(direction), start_dir(direction), frozen(false), ignited(false),
+ state(STATE_INIT), on_ground_flag(false)
{
start_position = bbox.p1;
}
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), state(STATE_INIT)
+ : 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)
{
start_position = bbox.p1;
start_dir = str2dir( dir_str );
dir = start_dir;
+ reader.get("dead-script", dead_script);
+
sound_manager->preload("sounds/squish.wav");
sound_manager->preload("sounds/fall.wav");
}
if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
-
+
switch(state) {
case STATE_ACTIVE:
active_update(elapsed_time);
movement = physic.get_movement(elapsed_time);
break;
}
+
+ on_ground_flag = false;
}
Direction
return AUTO;
if( dir_str == "left" )
return LEFT;
- if( dir_str == "right" )
+ if( dir_str == "right" )
return RIGHT;
//default to "auto"
- log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
+ log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
return AUTO;
}
}
void
-BadGuy::save(lisp::Writer& )
+BadGuy::write(lisp::Writer& )
{
log_warning << "tried to write out a generic badguy" << std::endl;
}
void
BadGuy::collision_tile(uint32_t tile_attributes)
{
- if(tile_attributes & Tile::HURTS)
- kill_fall();
+ if(tile_attributes & Tile::HURTS) {
+ if (tile_attributes & Tile::FIRE) {
+ if (is_flammable()) ignite();
+ }
+ else if (tile_attributes & Tile::ICE) {
+ if (is_freezable()) freeze();
+ }
+ else {
+ kill_fall();
+ }
+ }
}
HitResponse
return ABORT_MOVE;
case STATE_ACTIVE: {
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
- return collision_badguy(*badguy, hit);
+ 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(player) {
+
+ // hit from above?
+ if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(collision_squished(*player)) {
+ return ABORT_MOVE;
+ }
+ }
+
return collision_player(*player, hit);
+ }
Bullet* bullet = dynamic_cast<Bullet*> (&other);
if(bullet)
}
void
-BadGuy::collision_solid(const CollisionHit& )
+BadGuy::collision_solid(const CollisionHit& hit)
{
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ update_on_ground_flag(hit);
}
HitResponse
BadGuy::collision_player(Player& player, const CollisionHit& )
{
- // hit from above?
- if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
- // if it's not possible to squish us, then this will hurt
- if(collision_squished(player)) {
- return ABORT_MOVE;
- }
- }
-
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
+ if(frozen)
+ unfreeze();
player.kill(false);
return FORCE_MOVE;
}
}
bool
-BadGuy::collision_squished(Player& )
+BadGuy::collision_squished(GameObject& )
{
return false;
}
HitResponse
-BadGuy::collision_bullet(Bullet& , const CollisionHit& )
+BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
{
- kill_fall();
- return ABORT_MOVE;
+ if (is_frozen()) {
+ if(bullet.get_type() == FIRE_BONUS) {
+ // fire bullet thaws frozen badguys
+ unfreeze();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ } else {
+ // other bullets ricochet
+ bullet.ricochet(*this, hit);
+ return FORCE_MOVE;
+ }
+ }
+ else if (is_ignited()) {
+ if(bullet.get_type() == ICE_BONUS) {
+ // ice bullets extinguish ignited badguys
+ extinguish();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ } else {
+ // other bullets are absorbed by ignited badguys
+ bullet.remove_me();
+ return FORCE_MOVE;
+ }
+ }
+ else if(bullet.get_type() == FIRE_BONUS && is_flammable()) {
+ // fire bullets ignite flammable badguys
+ ignite();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ }
+ else if(bullet.get_type() == ICE_BONUS && is_freezable()) {
+ // ice bullets freeze freezable badguys
+ freeze();
+ bullet.remove_me();
+ return ABORT_MOVE;
+ }
+ else {
+ // in all other cases, bullets ricochet
+ bullet.ricochet(*this, hit);
+ return FORCE_MOVE;
+ }
}
void
-BadGuy::kill_squished(Player& player)
+BadGuy::kill_squished(GameObject& object)
{
sound_manager->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- if (countMe) Sector::current()->get_level()->stats.badguys++;
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
+ player->bounce(*this);
+ }
+
+ // start dead-script
+ if(dead_script != "") {
+ std::istringstream stream(dead_script);
+ Sector::current()->run_script(stream, "dead-script");
+ }
}
void
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
+
+ // start dead-script
+ if(dead_script != "") {
+ std::istringstream stream(dead_script);
+ Sector::current()->run_script(stream, "dead-script");
+ }
+}
+
+void
+BadGuy::run_dead_script()
+{
+ if (countMe)
+ Sector::current()->get_level()->stats.badguys++;
+
+ // start dead-script
+ if(dead_script != "") {
+ std::istringstream stream(dead_script);
+ Sector::current()->run_script(stream, "dead-script");
+ }
}
void
{
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
+ || 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)
+ || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT)
return true;
return false;
* the effect of having badguys suddenly popping up from nowhere.
*/
//Badguy left of screen
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ 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 + 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();
} 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 + Y_OFFSCREEN_DISTANCE) {
+ start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) {
if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
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 + 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 &&
activate();
} else if(state == STATE_INIT
&& start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && 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) {
+ && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT ) {
if (start_dir != AUTO) {
dir = start_dir;
} else {
}
set_state(STATE_ACTIVE);
activate();
- }
+ }
}
bool
x1 = bbox.p2.x + 1;
x2 = bbox.p2.x + 1;
}
- return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
+ return Sector::current()->is_free_of_statics(Rect(x1, y1, x2, y2));
}
-Player*
+Player*
BadGuy::get_nearest_player()
{
// FIXME: does not really return nearest player
return 0;
}
+
+void
+BadGuy::update_on_ground_flag(const CollisionHit& hit)
+{
+ if (hit.bottom) {
+ on_ground_flag = true;
+ floor_normal = hit.slope_normal;
+ }
+}
+
+bool
+BadGuy::on_ground()
+{
+ return on_ground_flag;
+}
+
+Vector
+BadGuy::get_floor_normal()
+{
+ return floor_normal;
+}
+
+void
+BadGuy::freeze()
+{
+ set_group(COLGROUP_MOVING_STATIC);
+ frozen = true;
+}
+
+void
+BadGuy::unfreeze()
+{
+ set_group(COLGROUP_MOVING);
+ frozen = false;
+}
+
+bool
+BadGuy::is_freezable() const
+{
+ return false;
+}
+
+bool
+BadGuy::is_frozen() const
+{
+ return frozen;
+}
+
+void
+BadGuy::ignite()
+{
+ kill_fall();
+}
+
+void
+BadGuy::extinguish()
+{
+}
+
+bool
+BadGuy::is_flammable() const
+{
+ return true;
+}
+
+bool
+BadGuy::is_ignited() const
+{
+ return ignited;
+}