oops forgot 2 files
[supertux.git] / src / badguy / badguy.cpp
index 42d56dd..7da606b 100644 (file)
 //  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.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+#include "statistics.hpp"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : sprite(0), dir(LEFT), state(STATE_INIT)
+  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
 {
-  //Set hitpoints and bullet hitpoints
-  hitpoints = 1;
-  bullet_hitpoints = 1;
+  set_group(COLGROUP_DISABLED);
 }
 
 BadGuy::~BadGuy()
@@ -48,14 +48,17 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
   if(state == STATE_FALLING) {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+    DrawingEffect old_effect = context.get_drawing_effect();
+    context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    context.set_drawing_effect(old_effect);
   } else {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }
 }
 
 void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
 {
   if(!Sector::current()->inside(bbox)) {
     remove_me();
@@ -67,11 +70,11 @@ BadGuy::action(float elapsed_time)
   
   switch(state) {
     case STATE_ACTIVE:
-      active_action(elapsed_time);
+      active_update(elapsed_time);
       break;
     case STATE_INIT:
     case STATE_INACTIVE:
-      inactive_action(elapsed_time);
+      inactive_update(elapsed_time);
       try_activate();
       break;
     case STATE_SQUISHED:
@@ -98,14 +101,27 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::active_action(float elapsed_time)
+BadGuy::save(lisp::Writer& )
+{
+       std::cout << "Warning: tried to write out a generic badguy." << std::endl;
+}
+
+void
+BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
 }
 
 void
-BadGuy::inactive_action(float )
+BadGuy::inactive_update(float )
+{
+}
+
+void
+BadGuy::collision_tile(uint32_t tile_attributes)
 {
+  if(tile_attributes & Tile::HURTS)
+    kill_fall();
 }
 
 HitResponse
@@ -147,24 +163,20 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& )
 }
 
 HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
 {
   if(player.is_invincible()) {
     kill_fall();
     return ABORT_MOVE;
   }
-  if(hit.normal.y > .9) {
-    //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
-    //      give badguys some invincible time (prevent them from being hit multiple times)
-    hitpoints--;
-    bullet_hitpoints--;
-    if(collision_squished(player))
-      return ABORT_MOVE;
-    else if (hitpoints <= 0) {
-      bullet_hitpoints = 0;
+  // hit from above?
+  if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
+      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+    // if it's not possible to squish us, then this will hurt
+    if(!collision_squished(player))
       player.kill(Player::SHRINK);
-      return FORCE_MOVE;
-    }
+
+    return FORCE_MOVE;
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
@@ -185,27 +197,24 @@ BadGuy::collision_squished(Player& )
 void
 BadGuy::kill_squished(Player& player)
 {
-  sound_manager->play_sound("squish", get_pos(), player.get_pos());
+  sound_manager->play("sounds/squish.wav", get_pos());
   physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
+  set_group(COLGROUP_MOVING_ONLY_STATIC);
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   player.bounce(*this);
 }
 
 void
 BadGuy::kill_fall()
 {
-  bullet_hitpoints--;
-  if (bullet_hitpoints <= 0) {
-    hitpoints = 0;
-    sound_manager->play_sound("fall", this,
-                              Sector::current()->player->get_pos());
-    physic.set_velocity_y(0);
-    physic.enable_gravity(true);
-    set_state(STATE_FALLING);
-  }
-  std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
+  sound_manager->play("sounds/fall.wav", get_pos());
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+  physic.set_velocity_y(0);
+  physic.enable_gravity(true);
+  set_state(STATE_FALLING);
 }
 
 void
@@ -221,7 +230,7 @@ BadGuy::set_state(State state)
       state_timer.start(SQUISH_TIME);
       break;
     case STATE_ACTIVE:
-      flags &= ~FLAG_NO_COLLDET;
+      set_group(COLGROUP_MOVING);
       bbox.set_pos(start_position);
       break;
     case STATE_INACTIVE:
@@ -229,10 +238,10 @@ BadGuy::set_state(State state)
       if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
         remove_me();
       }
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
       break;
     case STATE_FALLING:
-      flags |= FLAG_NO_COLLDET;
+      set_group(COLGROUP_DISABLED);
       break;
     default:
       break;
@@ -296,3 +305,34 @@ BadGuy::try_activate()
     activate();
   } 
 }
+
+bool
+BadGuy::may_fall_off_platform()
+{
+  int tile_x, tile_y;
+  // First, let's say the badguy moves once its width in the
+  // direction it's heading.
+  Vector pos = get_pos();
+  pos.x += (dir == LEFT ? -bbox.get_width() : bbox.get_width());
+
+  // Now, snap the badguy's X coordinate to the 32x32/cell grid.
+  if (dir == LEFT) // use the ceiling
+    tile_x = (int)ceilf(pos.x/32.0f);
+  else // use the floor
+    tile_x = (int)floorf(pos.x/32.0f);
+
+  // We might be falling down, so use the ceiling to round upward and
+  // get the lower position. (Positive Y goes downward.)
+  tile_y = (int)ceilf(pos.y/32.0f);
+
+  // Now, if the badguy intersects with a tile, he won't fall off.
+  // If he doesn't intersect, he probably will.
+  if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
+  {
+    // It's a solid tile. Good.
+    return false;
+  }
+
+  // Watch out there buddy, you might take a sticky end!
+  return true;
+}