First attempts at making BadGuys cloneable
[supertux.git] / src / badguy / badguy.cpp
index 700904e..fa400f4 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 //  GNU General Public License for more details.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-//  02111-1307, USA.
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
 #include <config.h>
 
 #include "badguy.hpp"
 #include "object/tilemap.hpp"
 #include "tile.hpp"
 #include "statistics.hpp"
+#include "game_session.hpp"
+#include "log.hpp"
+#include "level.hpp"
+#include "object/bullet.hpp"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
+  : countMe(true), sprite(0), dir(LEFT), layer(LAYER_OBJECTS), state(STATE_INIT) {
+  set_group(COLGROUP_DISABLED);
+}
+
+BadGuy::BadGuy(const BadGuy& other)
+       : MovingObject(other), Serializable(other), countMe(other.countMe), physic(other.physic), activated(other.activated), start_position(other.start_position), dir(other.dir), layer(other.layer), state(other.state), state_timer(other.state_timer)
 {
+  sprite = new Sprite(*other.sprite);
 }
 
 BadGuy::~BadGuy()
@@ -49,10 +59,10 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_FALLING) {
     DrawingEffect old_effect = context.get_drawing_effect();
     context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
     context.set_drawing_effect(old_effect);
   } else {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
   }
 }
 
@@ -100,6 +110,12 @@ BadGuy::deactivate()
 }
 
 void
+BadGuy::save(lisp::Writer& )
+{
+       log_warning << "tried to write out a generic badguy" << std::endl;
+}
+
+void
 BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
@@ -110,6 +126,13 @@ BadGuy::inactive_update(float )
 {
 }
 
+void
+BadGuy::collision_tile(uint32_t tile_attributes)
+{
+  if(tile_attributes & Tile::HURTS)
+    kill_fall();
+}
+
 HitResponse
 BadGuy::collision(GameObject& other, const CollisionHit& hit)
 {
@@ -118,16 +141,8 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
     case STATE_INACTIVE:
       return ABORT_MOVE;
     case STATE_ACTIVE: {
-      TileMap* tilemap = dynamic_cast<TileMap*> (&other);
-      if(tilemap != 0) {
-        const TilemapCollisionHit* thit 
-          = static_cast<const TilemapCollisionHit*> (&hit);
-        if(thit->tileflags & Tile::SPIKE)
-          kill_fall();
-        if(thit->tileflags & Tile::SOLID)
-          return collision_solid(other, hit);
-        return FORCE_MOVE;
-      }
+      if(other.get_flags() & FLAG_SOLID)
+        return collision_solid(other, hit);
 
       BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
       if(badguy && badguy->state == STATE_ACTIVE)
@@ -137,6 +152,10 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
       if(player)
         return collision_player(*player, hit);
 
+      Bullet* bullet = dynamic_cast<Bullet*> (&other);
+      if(bullet)
+        return collision_bullet(*bullet, hit);
+
       return FORCE_MOVE;
     }
     case STATE_SQUISHED:
@@ -159,20 +178,27 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& )
 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;
   }
-  // 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 is it possible to squish us, then this will hurt
-    if(!collision_squished(player))
-      player.kill(Player::SHRINK);
 
-    return FORCE_MOVE;
-  }
-  player.kill(Player::SHRINK);
+  player.kill(false);
   return FORCE_MOVE;
 }
 
@@ -188,6 +214,13 @@ BadGuy::collision_squished(Player& )
   return false;
 }
 
+HitResponse
+BadGuy::collision_bullet(Bullet& , const CollisionHit& )
+{
+  kill_fall();
+  return ABORT_MOVE;
+}
+
 void
 BadGuy::kill_squished(Player& player)
 {
@@ -196,7 +229,8 @@ BadGuy::kill_squished(Player& player)
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
-  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+  set_group(COLGROUP_MOVING_ONLY_STATIC);
+  if (countMe) Sector::current()->get_level()->stats.badguys++;
   player.bounce(*this);
 }
 
@@ -204,7 +238,7 @@ void
 BadGuy::kill_fall()
 {
   sound_manager->play("sounds/fall.wav", get_pos());
-  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+  if (countMe) Sector::current()->get_level()->stats.badguys++;
   physic.set_velocity_y(0);
   physic.enable_gravity(true);
   set_state(STATE_FALLING);
@@ -223,7 +257,7 @@ 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:
@@ -231,10 +265,10 @@ 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;
@@ -298,3 +332,37 @@ BadGuy::try_activate()
     activate();
   } 
 }
+
+bool
+BadGuy::might_fall(int height)
+{
+  // make sure we check for at least a 1-pixel fall
+  assert(height > 0);
+
+  float x1;
+  float x2;
+  float y1 = bbox.p2.y + 1;
+  float y2 = bbox.p2.y + 1 + height;
+  if (dir == LEFT) {
+    x1 = bbox.p1.x - 1;
+    x2 = bbox.p1.x - 1;
+  } else {
+    x1 = bbox.p2.x + 1;
+    x2 = bbox.p2.x + 1;
+  }
+  return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
+}
+
+Player* 
+BadGuy::get_nearest_player()
+{
+  // FIXME: does not really return nearest player
+
+  std::vector<Player*> players = Sector::current()->get_players();
+  for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+    Player* player = *playerIter;
+    return player;
+  }
+
+  return 0;
+}