+// $Id$
+//
+// SuperTux
+// 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
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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.
+
#include <config.h>
-#include "badguy.h"
-#include "camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+#include "statistics.hpp"
+#include "game_session.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()
- : 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()
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);
+ context.set_drawing_effect(old_effect);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), layer);
}
}
void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
{
if(!Sector::current()->inside(bbox)) {
remove_me();
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:
}
void
-BadGuy::active_action(float elapsed_time)
+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);
}
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
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy)
+ if(badguy && badguy->state == STATE_ACTIVE)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
}
HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+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(hit.normal.y > .9) {
- if(collision_squished(player))
- return ABORT_MOVE;
- }
- player.kill(Player::SHRINK);
+
+ player.kill(false);
return FORCE_MOVE;
}
void
BadGuy::kill_squished(Player& player)
{
- SoundManager::get()->play_sound(IDToSound(SND_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);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
player.bounce(*this);
}
void
BadGuy::kill_fall()
{
- SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
- Sector::current()->player->get_pos());
+ sound_manager->play("sounds/fall.wav", get_pos());
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
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:
// was the badguy dead anyway?
- if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
+ 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;
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;
+}