// $Id$
-//
-// SuperTux
+//
+// Zeekling - flyer that swoops down when she spots the player
// 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
// 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 <math.h>
-#include "zeekling.h"
-
-static const float SPEED = 150;
+#include "zeekling.hpp"
+#include "random_generator.hpp"
-//TODO: Make the Zeekling behave more interesting
Zeekling::Zeekling(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("zeekling");
- set_direction = false;
+ state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
-Zeekling::Zeekling(float pos_x, float pos_y, Direction d)
+Zeekling::Zeekling(const Vector& pos, Direction d)
+ : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- bbox.set_size(63.8, 50.8);
- sprite = sprite_manager->create("zeekling");
- set_direction = true;
- initial_direction = d;
+ state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
void
}
void
-Zeekling::activate()
+Zeekling::initialize()
{
- if (set_direction) {dir = initial_direction;}
- physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED);
- physic.enable_gravity(false);
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
-Zeekling::collision_squished(Player& player)
+Zeekling::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(player);
+ kill_squished(object);
kill_fall();
return true;
}
-HitResponse
-Zeekling::collision_solid(GameObject& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+void
+Zeekling::onBumpHorizontal() {
+ if (state == FLYING) {
+ dir = (dir == LEFT ? RIGHT : LEFT);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
+ } else
+ if (state == DIVING) {
+ dir = (dir == LEFT ? RIGHT : LEFT);
+ state = FLYING;
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
physic.set_velocity_y(0);
- } else { // hit right or left
+ } else
+ if (state == CLIMBING) {
dir = (dir == LEFT ? RIGHT : LEFT);
sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED);
+ physic.set_velocity_x(dir == LEFT ? -speed : speed);
+ } else {
+ assert(false);
+ }
+}
+
+void
+Zeekling::onBumpVertical() {
+ if (state == FLYING) {
+ physic.set_velocity_y(0);
+ } else
+ if (state == DIVING) {
+ state = CLIMBING;
+ physic.set_velocity_y(-speed);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ } else
+ if (state == CLIMBING) {
+ state = FLYING;
+ physic.set_velocity_y(0);
+ }
+}
+
+void
+Zeekling::collision_solid(const CollisionHit& hit)
+{
+ if(hit.top || hit.bottom) {
+ onBumpVertical();
+ } else if(hit.left || hit.right) {
+ onBumpHorizontal();
+ }
+}
+
+/**
+ * linear prediction of player and badguy positions to decide if we should enter the DIVING state
+ */
+bool
+Zeekling::should_we_dive() {
+
+ const MovingObject* player = this->get_nearest_player();
+ if (player && last_player && (player == last_player)) {
+
+ // get positions, calculate movement
+ const Vector player_pos = player->get_pos();
+ const Vector player_mov = (player_pos - last_player_pos);
+ const Vector self_pos = this->get_pos();
+ const Vector self_mov = (self_pos - last_self_pos);
+
+ // new vertical speed to test with
+ float vy = 2*fabsf(self_mov.x);
+
+ // do not dive if we are not above the player
+ float height = player_pos.y - self_pos.y;
+ if (height <= 0) return false;
+
+ // do not dive if we are too far above the player
+ if (height > 512) return false;
+
+ // do not dive if we would not descend faster than the player
+ float relSpeed = vy - player_mov.y;
+ if (relSpeed <= 0) return false;
+
+ // guess number of frames to descend to same height as player
+ float estFrames = height / relSpeed;
+
+ // guess where the player would be at this time
+ float estPx = (player_pos.x + (estFrames * player_mov.x));
+
+ // guess where we would be at this time
+ float estBx = (self_pos.x + (estFrames * self_mov.x));
+
+ // near misses are OK, too
+ if (fabsf(estPx - estBx) < 8) return true;
}
- return CONTINUE;
+ // update last player tracked, as well as our positions
+ last_player = player;
+ if (player) {
+ last_player_pos = player->get_pos();
+ last_self_pos = this->get_pos();
+ }
+
+ return false;
+}
+
+void
+Zeekling::active_update(float elapsed_time) {
+ if (state == FLYING) {
+ if (should_we_dive()) {
+ state = DIVING;
+ physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
+ sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
+ }
+ BadGuy::active_update(elapsed_time);
+ return;
+ } else if (state == DIVING) {
+ BadGuy::active_update(elapsed_time);
+ return;
+ } else if (state == CLIMBING) {
+ // stop climbing when we're back at initial height
+ if (get_pos().y <= start_position.y) {
+ state = FLYING;
+ physic.set_velocity_y(0);
+ }
+ BadGuy::active_update(elapsed_time);
+ return;
+ } else {
+ assert(false);
+ }
}
IMPLEMENT_FACTORY(Zeekling, "zeekling")