+// $Id$
+//
+// 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 "object/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"
+#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()
- : sprite(0), dir(LEFT), state(STATE_INIT)
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false),
+ dir(LEFT), start_dir(AUTO), frozen(false), ignited(false),
+ state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
{
- hitpoints = 1;
+ start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::~BadGuy()
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false),
+ dir(direction), start_dir(direction), frozen(false), ignited(false),
+ state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
{
- delete sprite;
+ start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
+}
+
+BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
+ : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING)
+{
+ 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");
+
+ dir = (start_dir == AUTO) ? LEFT : start_dir;
}
void
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)) {
+ is_active_flag = false;
remove_me();
return;
}
- if(is_offscreen()) {
+ if ((state != STATE_INACTIVE) && is_offscreen()) {
+ if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
-
+
switch(state) {
case STATE_ACTIVE:
- active_action(elapsed_time);
+ is_active_flag = true;
+ active_update(elapsed_time);
break;
case STATE_INIT:
case STATE_INACTIVE:
- inactive_action(elapsed_time);
+ 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;
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
+BadGuy::initialize()
+{
}
void
}
void
-BadGuy::active_action(float elapsed_time)
+BadGuy::write(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) {
+ 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)
- 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 FORCE_MOVE;
+ return collision_badguy(*badguy, hit);
+ }
+
+ Player* player = dynamic_cast<Player*> (&other);
+ if(player) {
+
+ // 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& 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)
- // use hitpoints also when hit by fireball or invincible tux
- hitpoints--;
- if(collision_squished(player))
- return ABORT_MOVE;
- else if (hitpoints <= 0) {
- player.kill(Player::SHRINK);
- return FORCE_MOVE;
- }
- }
- player.kill(Player::SHRINK);
+
+ if(frozen)
+ unfreeze();
+ player.kill(false);
return FORCE_MOVE;
}
}
bool
-BadGuy::collision_squished(Player& )
+BadGuy::collision_squished(GameObject& )
{
return false;
}
+HitResponse
+BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit)
+{
+ 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)
{
- 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);
- player.bounce(*this);
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
+ 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
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);
+
+ // 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
state_timer.start(SQUISH_TIME);
break;
case STATE_ACTIVE:
- flags &= ~FLAG_NO_COLLDET;
- bbox.set_pos(start_position);
+ set_group(colgroup_active);
+ //bbox.set_pos(start_position);
break;
case STATE_INACTIVE:
// was the badguy dead anyway?
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;
bool
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.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
- || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
- return true;
-
- return false;
+ Player* player = get_nearest_player();
+ if (!player) return false;
+ Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+ if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) {
+ return false;
+ }
+ return true;
}
void
BadGuy::try_activate()
{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- 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;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y))) {
- dir = start_position.x < scroll_x ? RIGHT : 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.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
+ // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
+ // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+ Player* player = get_nearest_player();
+ if (!player) return;
+ Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
+ if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
set_state(STATE_ACTIVE);
+ if (!is_initialized) {
+
+ // if starting direction was set to AUTO, this is our chance to re-orient the badguy
+ if (start_dir == AUTO) {
+ Player* player = get_nearest_player();
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
+
+ initialize();
+ is_initialized = true;
+ }
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_of_statics(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;
+ if (player->is_dying() || player->is_dead()) continue;
+ return 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_active);
+ 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;
+}
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group)
+{
+ this->colgroup_active = group;
+ if (state == STATE_ACTIVE) set_group(group);
+}
+