+// $Id$
+//
+// SuperTux - Boss "Yeti"
+// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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 <float.h>
-#include "yeti.h"
-#include "object/camera.h"
-#include "yeti_stalactite.h"
+#include <sstream>
+#include <memory>
+#include "yeti.hpp"
+#include "object/camera.hpp"
+#include "yeti_stalactite.hpp"
+#include "bouncing_snowball.hpp"
+#include "game_session.hpp"
+#include "level.hpp"
-static const float JUMP_VEL1 = 250;
-static const float JUMP_VEL2 = 700;
-static const float RUN_SPEED = 350;
-static const float JUMP_TIME = 1.6;
-static const float ANGRY_JUMP_WAIT = .5;
+namespace {
+ const float JUMP_DOWN_VX = 250; /**< horizontal speed while jumping off the dais */
+ const float JUMP_DOWN_VY = -250; /**< vertical speed while jumping off the dais */
+
+ const float RUN_VX = 350; /**< horizontal speed while running */
+
+ const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
+ const float JUMP_UP_VY = -800; /**< vertical speed while jumping on the dais */
+
+ const float STOMP_VY = -250; /** vertical speed while stomping on the dais */
+
+ const float LEFT_STAND_X = 16; /**< x-coordinate of left dais' end position */
+ const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
+ const float LEFT_JUMP_X = LEFT_STAND_X+224; /**< x-coordinate of from where to jump on the left dais */
+ const float RIGHT_JUMP_X = RIGHT_STAND_X-224; /**< x-coordinate of from where to jump on the right dais */
+ const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
+ const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
+ const int INITIAL_HITPOINTS = 3; /**< number of hits we can take */
+
+ const float SQUISH_TIME = 5;
+}
Yeti::Yeti(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(80, 120);
- sprite = sprite_manager->create("yeti");
- state = INIT;
- side = LEFT;
- sound_gna = SoundManager::get()->load_sound(
- get_resource_filename("sounds/yeti_gna.wav"));
+ hit_points = INITIAL_HITPOINTS;
+ reader.get("dead-script", dead_script);
+ countMe = false;
+ sound_manager->preload("sounds/yeti_gna.wav");
+ sound_manager->preload("sounds/yeti_roar.wav");
}
Yeti::~Yeti()
{
- Mix_FreeChunk(sound_gna);
}
void
-Yeti::active_action(float elapsed_time)
+Yeti::activate()
+{
+ dir = RIGHT;
+ jump_down();
+}
+
+void
+Yeti::draw(DrawingContext& context)
+{
+ // we blink when we are safe
+ if(safe_timer.started() && size_t(game_time*40)%2)
+ return;
+
+ BadGuy::draw(context);
+}
+
+void
+Yeti::active_update(float elapsed_time)
{
switch(state) {
- case INIT:
+ case JUMP_DOWN:
+ physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
break;
- case GO_RIGHT:
- physic.set_velocity_x(RUN_SPEED);
- if(timer.check())
- physic.set_velocity_y(JUMP_VEL2);
+ case RUN:
+ physic.set_velocity_x((dir==RIGHT)?+RUN_VX:-RUN_VX);
+ if (((dir == RIGHT) && (get_pos().x >= RIGHT_JUMP_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_JUMP_X))) jump_up();
break;
- case GO_LEFT:
- physic.set_velocity_x(-RUN_SPEED);
- if(timer.check())
- physic.set_velocity_y(JUMP_VEL2);
+ case JUMP_UP:
+ physic.set_velocity_x((dir==RIGHT)?+JUMP_UP_VX:-JUMP_UP_VX);
+ if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
break;
- case ANGRY_JUMPING:
- if(timer.check()) {
- // jump
- SoundManager::get()->play_sound(sound_gna);
- physic.set_velocity_y(JUMP_VEL1);
+ case BE_ANGRY:
+ if(state_timer.check()) {
+ sound_manager->play("sounds/yeti_gna.wav");
+ physic.set_velocity_y(STOMP_VY);
+ sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
}
break;
- default:
+ case SQUISHED:
+ if (state_timer.check()) {
+ remove_me();
+ }
break;
}
}
void
-Yeti::go_right()
+Yeti::jump_down()
{
- // jump and move right
- physic.set_velocity_y(JUMP_VEL1);
- physic.set_velocity_x(RUN_SPEED);
- state = GO_RIGHT;
- timer.start(JUMP_TIME);
+ sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
+ physic.set_velocity_x((dir==RIGHT)?(+JUMP_DOWN_VX):(-JUMP_DOWN_VX));
+ physic.set_velocity_y(JUMP_DOWN_VY);
+ state = JUMP_DOWN;
}
void
-Yeti::go_left()
+Yeti::run()
{
- physic.set_velocity_y(JUMP_VEL1);
- physic.set_velocity_x(-RUN_SPEED);
- state = GO_LEFT;
- timer.start(JUMP_TIME);
+ sprite->set_action((dir==RIGHT)?"run-right":"run-left");
+ physic.set_velocity_x((dir==RIGHT)?(+RUN_VX):(-RUN_VX));
+ physic.set_velocity_y(0);
+ state = RUN;
}
void
-Yeti::angry_jumping()
+Yeti::jump_up()
{
- jumpcount = 0;
- timer.start(ANGRY_JUMP_WAIT);
- state = ANGRY_JUMPING;
+ sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
+ physic.set_velocity_x((dir==RIGHT)?(+JUMP_UP_VX):(-JUMP_UP_VX));
+ physic.set_velocity_y(JUMP_UP_VY);
+ state = JUMP_UP;
+}
+
+void
+Yeti::be_angry()
+{
+ //turn around
+ dir = (dir==RIGHT)?LEFT:RIGHT;
+
+ sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ if (hit_points < INITIAL_HITPOINTS) summon_snowball();
+ stomp_count = 0;
+ state = BE_ANGRY;
+ state_timer.start(STOMP_WAIT);
+}
+
+void
+Yeti::summon_snowball()
+{
+ Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y), dir));
}
bool
Yeti::collision_squished(Player& player)
{
kill_squished(player);
+
return true;
}
void
-Yeti::write(lisp::Writer& )
+Yeti::kill_squished(Player& player)
{
+ player.bounce(*this);
+ take_hit(player);
+}
+
+void Yeti::take_hit(Player& )
+{
+ if(safe_timer.started())
+ return;
+
+ sound_manager->play("sounds/yeti_roar.wav");
+ hit_points--;
+
+ if(hit_points <= 0) {
+ // We're dead
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+
+ state = SQUISHED;
+ state_timer.start(SQUISH_TIME);
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
+ sprite->set_action("dead");
+
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
+
+ // start script
+ if(dead_script != "") {
+ std::istringstream stream(dead_script);
+ Sector::current()->run_script(stream, "Yeti - dead-script");
+ }
+ }
+ else {
+ safe_timer.start(SAFE_TIME);
+ }
+}
+
+void
+Yeti::kill_fall()
+{
+ // shooting bullets or being invincible won't work :)
+ take_hit(*get_nearest_player()); // FIXME: debug only(?)
+}
+
+void
+Yeti::write(lisp::Writer& writer)
+{
+ writer.start_list("yeti");
+
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+
+ if(dead_script != "") {
+ writer.write_string("dead-script", dead_script);
+ }
+
+ writer.end_list("yeti");
}
void
Yeti::drop_stalactite()
{
+ // make a stalactite falling down and shake camera a bit
+ Sector::current()->camera->shake(.1, 0, 10);
+
YetiStalactite* nearest = 0;
float dist = FLT_MAX;
+ Player* player = this->get_nearest_player();
+ if (!player) return;
+
Sector* sector = Sector::current();
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
if(stalactite && stalactite->is_hanging()) {
- float sdist
- = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
+ float sdist
+ = fabsf(stalactite->get_pos().x - player->get_pos().x);
if(sdist < dist) {
nearest = stalactite;
dist = sdist;
nearest->start_shaking();
}
-HitResponse
-Yeti::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Yeti::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+ if(hit.top || hit.bottom) {
+ // hit floor or roof
physic.set_velocity_y(0);
- if(state == INIT) {
- go_right();
- } else if(state == GO_LEFT && !timer.started()) {
- side = LEFT;
- angry_jumping();
- } else if(state == GO_RIGHT && !timer.started()) {
- side = RIGHT;
- angry_jumping();
- } else if(state == ANGRY_JUMPING) {
- if(!timer.started()) {
- // we just landed
- jumpcount++;
- // make a stalactite falling down and shake camera a bit
- Sector::current()->camera->shake(.1, 0, 10);
- drop_stalactite();
-
- // go to other side after 3 jumps
- if(jumpcount == 3) {
- if(side == LEFT)
- go_right();
- else
- go_left();
- } else {
- // jump again
- timer.start(ANGRY_JUMP_WAIT);
- }
- }
+ switch (state) {
+ case JUMP_DOWN:
+ run();
+ break;
+ case RUN:
+ break;
+ case JUMP_UP:
+ break;
+ case BE_ANGRY:
+ // we just landed
+ if(!state_timer.started()) {
+ sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+ stomp_count++;
+ drop_stalactite();
+
+ // go to other side after 3 jumps
+ if(stomp_count == 3) {
+ jump_down();
+ } else {
+ // jump again
+ state_timer.start(STOMP_WAIT);
+ }
+ }
+ break;
+ case SQUISHED:
+ break;
}
+ } else if(hit.left || hit.right) {
+ // hit wall
+ jump_up();
}
-
- return CONTINUE;
}
IMPLEMENT_FACTORY(Yeti, "yeti")