Started making Tux a single sprite again. Still missing: FireTux, IceTux
[supertux.git] / src / badguy / badguy.cpp
index 6d2632f..6932362 100644 (file)
 #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), 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;
+
+  sound_manager->preload("sounds/squish.wav");
+  sound_manager->preload("sounds/fall.wav");
+}
+
+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), frozen(false), ignited(false),
+    state(STATE_INIT), on_ground_flag(false)
 {
   start_position = bbox.p1;
 
@@ -43,10 +58,17 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
 }
 
 BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
-  : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), 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;
 
+  std::string dir_str = "auto";
+  reader.get("direction", dir_str);
+  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");
 }
@@ -72,6 +94,7 @@ void
 BadGuy::update(float elapsed_time)
 {
   if(!Sector::current()->inside(bbox)) {
+    is_active_flag = false;
     remove_me();
     return;
   }
@@ -79,17 +102,20 @@ BadGuy::update(float elapsed_time)
     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;
@@ -97,9 +123,27 @@ BadGuy::update(float elapsed_time)
       movement = physic.get_movement(elapsed_time);
       break;
     case STATE_FALLING:
+      is_active_flag = false;
       movement = physic.get_movement(elapsed_time);
       break;
   }
+
+  on_ground_flag = false;
+}
+
+Direction
+BadGuy::str2dir( std::string dir_str )
+{
+  if( dir_str == "auto" )
+    return AUTO;
+  if( dir_str == "left" )
+    return LEFT;
+  if( dir_str == "right" )
+    return RIGHT;
+
+  //default to "auto"
+  log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
+  return AUTO;
 }
 
 void
@@ -113,9 +157,9 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::save(lisp::Writer& )
+BadGuy::write(lisp::Writer& )
 {
-       log_warning << "tried to write out a generic badguy" << std::endl;
+  log_warning << "tried to write out a generic badguy" << std::endl;
 }
 
 void
@@ -132,75 +176,75 @@ BadGuy::inactive_update(float )
 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
 BadGuy::collision(GameObject& other, const CollisionHit& hit)
 {
-  switch(state) {
-    case STATE_INIT:
-    case STATE_INACTIVE:
-      return ABORT_MOVE;
-    case STATE_ACTIVE: {
-      if(other.get_flags() & FLAG_SOLID)
-        return collision_solid(other, hit);
+  if (!is_active()) return ABORT_MOVE;
 
-      BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-      if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
-        return collision_badguy(*badguy, hit);
+  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
 
-      Player* player = dynamic_cast<Player*> (&other);
-      if(player)
-        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;
+      }
+    }
+
+    return collision_badguy(*badguy, hit);
+  }
 
-      Bullet* bullet = dynamic_cast<Bullet*> (&other);
-      if(bullet)
-        return collision_bullet(*bullet, hit);
+  Player* player = dynamic_cast<Player*> (&other);
+  if(player) {
 
-      return FORCE_MOVE;
+    // hit from above?
+    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+      if(collision_squished(*player)) {
+       return ABORT_MOVE;
+      }
     }
-    case STATE_SQUISHED:
-      if(other.get_flags() & FLAG_SOLID)
-        return CONTINUE;
-      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;
 }
 
-HitResponse
-BadGuy::collision_solid(GameObject& , const CollisionHit& )
+void
+BadGuy::collision_solid(const CollisionHit& hit)
 {
-  return FORCE_MOVE;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+  update_on_ground_flag(hit);
 }
 
 HitResponse
 BadGuy::collision_player(Player& player, const CollisionHit& )
 {
-  /*
-  printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
-          game_time,
-          player.get_movement().x, player.get_movement().y,
-          get_movement().x, get_movement().y,
-          hit.normal.x, hit.normal.y);
-  */
-
-  // 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;
 }
@@ -212,20 +256,59 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
 }
 
 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);
@@ -233,8 +316,17 @@ BadGuy::kill_squished(Player& player)
   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
@@ -245,6 +337,25 @@ BadGuy::kill_fall()
   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
@@ -283,11 +394,11 @@ 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
+      || 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;
@@ -302,29 +413,60 @@ BadGuy::try_activate()
   /* 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 + Y_OFFSCREEN_DISTANCE) {
-    dir = RIGHT;
+      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 + Y_OFFSCREEN_DISTANCE) {
-    dir = LEFT;
+      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 + 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
+      && 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) {
-    dir = LEFT;
+      && 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;
+      }
+    }
     set_state(STATE_ACTIVE);
     activate();
-  } 
+  }
 }
 
 bool
@@ -344,10 +486,10 @@ BadGuy::might_fall(int height)
     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
@@ -360,3 +502,79 @@ BadGuy::get_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;
+}
+
+bool
+BadGuy::is_active()
+{
+  return is_active_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;
+}