// $Id$
-//
+//
// 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 "tile.hpp"
#include "statistics.hpp"
#include "game_session.hpp"
-#include "msg.hpp"
+#include "log.hpp"
+#include "level.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), remove_out_of_bounds(true), dir(LEFT), state(STATE_INIT)
-{
+ : countMe(true), sprite(0), dir(LEFT), layer(LAYER_OBJECTS), state(STATE_INIT) {
set_group(COLGROUP_DISABLED);
}
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);
}
}
void
BadGuy::update(float elapsed_time)
{
- if(!Sector::current()->inside(bbox) && remove_out_of_bounds) {
+ if(!Sector::current()->inside(bbox)) {
remove_me();
return;
}
void
BadGuy::save(lisp::Writer& )
{
- msg_warning << "tried to write out a generic badguy" << std::endl;
+ log_warning << "tried to write out a generic badguy" << std::endl;
}
void
}
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;
- }
-
+ /*
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_movement().y /*- get_movement().y*/ > 0
- && player.get_bbox().p2.y <
- (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+ 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;
}
- player.kill(Player::SHRINK);
+ if(player.is_invincible()) {
+ kill_fall();
+ return ABORT_MOVE;
+ }
+
+ player.kill(false);
return FORCE_MOVE;
}
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
player.bounce(*this);
}
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);
}
bool
-BadGuy::may_fall_off_platform()
+BadGuy::might_fall(int height)
{
- int tile_x, tile_y;
- // First, let's say the badguy moves 32 units in the
- // direction it's heading, so do some voodoo maths magic
- // to determine its future position.
- Vector pos;
- if (dir == LEFT)
- pos = Vector(bbox.p1.x - 32.f, bbox.p2.y);
- else
- pos = Vector(bbox.p2.x, bbox.p2.y);
-
- // 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);
-
-#if defined(DEBUG_STAY_ON_PLATFORM)
- // Draw!
- GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999);
-#endif
-
- // Now, if the badguy intersects with a tile, he won't fall off.
- // If he doesn't intersect, he probably will.
- // Note that the tile's Y coordinate is offset by +1 from the object's Y.
- if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID)
- {
- // It's a solid tile. Good.
- return false;
+ // 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;
}
-
- // Watch out there buddy, you might take a sticky end!
- return true;
+ return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
}
Player*