// 02111-1307, USA.
#include <iostream>
-#include <math.h>
+#include <cmath>
-#include "globals.h"
+#include "app/globals.h"
#include "defines.h"
+#include "special/sprite_manager.h"
+#include "utils/lispwriter.h"
#include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-#include "world.h"
#include "tile.h"
#include "resources.h"
-#include "sprite_manager.h"
-
-Sprite* img_mriceblock_flat_left;
-Sprite* img_mriceblock_flat_right;
-Sprite* img_mriceblock_falling_left;
-Sprite* img_mriceblock_falling_right;
-Sprite* img_mriceblock_left;
-Sprite* img_mriceblock_right;
-Sprite* img_jumpy_left_up;
-Sprite* img_jumpy_left_down;
-Sprite* img_jumpy_left_middle;
-Sprite* img_mrbomb_left;
-Sprite* img_mrbomb_right;
-Sprite* img_mrbomb_ticking_left;
-Sprite* img_mrbomb_ticking_right;
-Sprite* img_mrbomb_explosion;
-Sprite* img_stalactite;
-Sprite* img_stalactite_broken;
-Sprite* img_flame;
-Sprite* img_fish;
-Sprite* img_fish_down;
-Sprite* img_bouncingsnowball_left;
-Sprite* img_bouncingsnowball_right;
-Sprite* img_bouncingsnowball_squished;
-Sprite* img_flyingsnowball;
-Sprite* img_flyingsnowball_squished;
-Sprite* img_spiky_left;
-Sprite* img_spiky_right;
-Sprite* img_snowball_left;
-Sprite* img_snowball_right;
-Sprite* img_snowball_squished_left;
-Sprite* img_snowball_squished_right;
+#include "camera.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "statistics.h"
+#include "badguy_specs.h"
#define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
BadGuyKind badguykind_from_string(const std::string& str)
{
- if (str == "money" || str == "jumpy") // was money in old maps
+ if (str == "jumpy" || str == "money") // was "money" in ancient versions
return BAD_JUMPY;
- else if (str == "laptop" || str == "mriceblock") // was laptop in old maps
+ else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
return BAD_MRICEBLOCK;
else if (str == "mrbomb")
return BAD_MRBOMB;
return BAD_FLAME;
else if (str == "fish")
return BAD_FISH;
+ else if (str == "flamefish")
+ return BAD_FLAMEFISH;
else if (str == "bouncingsnowball")
return BAD_BOUNCINGSNOWBALL;
else if (str == "flyingsnowball")
return BAD_FLYINGSNOWBALL;
else if (str == "spiky")
return BAD_SPIKY;
- else if (str == "snowball" || str == "bsod") // was bsod in old maps
+ else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
return BAD_SNOWBALL;
+ else if (str == "wingling")
+ return BAD_WINGLING;
+ else if (str == "walkingtree")
+ return BAD_WALKINGTREE;
+ else if(str == "bomb") // not to be used as a real bad guys
+ return BAD_BOMB;
else
{
- printf("Couldn't convert badguy: '%s'\n", str.c_str());
- return BAD_SNOWBALL;
+ return BAD_INVALID;
}
}
case BAD_FISH:
return "fish";
break;
+ case BAD_FLAMEFISH:
+ return "flamefish";
+ break;
case BAD_BOUNCINGSNOWBALL:
return "bouncingsnowball";
break;
case BAD_SNOWBALL:
return "snowball";
break;
+ case BAD_WINGLING:
+ return "wingling";
+ break;
+ case BAD_WALKINGTREE:
+ return "walkingtree";
+ case BAD_BOMB: // not to be used as a real bad guys
+ return "bomb";
+ break;
default:
return "snowball";
}
}
-BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
: removable(false), squishcount(0)
{
- base.x = x;
- base.y = y;
- base.width = 0;
- base.height = 0;
- base.xm = 0;
- base.ym = 0;
-
- stay_on_platform = stay_on_platform_;
- mode = NORMAL;
- dying = DYING_NOT;
+ lispreader.read_float("x", start_position.x);
+ lispreader.read_float("y", start_position.y);
+
+ kind = kind_;
+
+ stay_on_platform = false;
+ lispreader.read_bool("stay-on-platform", stay_on_platform);
+
+ init();
+}
+
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+ : removable(false), squishcount(0)
+{
+ start_position.x = x;
+ start_position.y = y;
+ stay_on_platform = false;
+
kind = kind_;
+
+ init();
+}
+
+BadGuy::~BadGuy()
+{
+}
+
+void
+BadGuy::init()
+{
+ base.x = start_position.x;
+ base.y = start_position.y;
+ base.width = 32;
+ base.height = 32;
+
+ mode = NORMAL;
old_base = base;
dir = LEFT;
seen = false;
animation_offset = 0;
- sprite_left = sprite_right = 0;
+ target.x = target.y = -1;
+ physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
+
+ specs = badguyspecs_manager->load(badguykind_to_string(kind));
+
+ // if we're in a solid tile at start correct that now
+ if(Sector::current()) {
+ if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base))
+ {
+ std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
+ << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+ while(collision_object_map(base))
+ --base.y;
+ }
+ }
+}
+
+void
+BadGuy::write(LispWriter& writer)
+{
+ writer.start_list(badguykind_to_string(kind));
+
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_bool("stay-on-platform", stay_on_platform);
+
+ writer.end_list(badguykind_to_string(kind));
+}
+
+void
+BadGuy::activate(Direction activation_dir)
+{
+ mode = NORMAL;
+ animation_offset = 0;
+ target.x = target.y = -1;
physic.reset();
+ frozen_timer.init(true);
timer.init(true);
+ dying = DYING_NOT;
+ seen = true;
+
+ dir = activation_dir;
+ float dirsign = activation_dir == LEFT ? -1 : 1;
+
+ set_action("left", "right");
if(kind == BAD_MRBOMB) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
- set_sprite(img_mrbomb_left, img_mrbomb_right);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
} else if (kind == BAD_MRICEBLOCK) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
- set_sprite(img_mriceblock_left, img_mriceblock_right);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
} else if(kind == BAD_JUMPY) {
- set_sprite(img_jumpy_left_up, img_jumpy_left_up);
+ set_action("left-up", "right-up");
} else if(kind == BAD_BOMB) {
- set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
- // hack so that the bomb doesn't hurt until it expldes...
+ set_action("ticking-left", "ticking-right");
+ // hack so that the bomb doesn't hurt until it expldes...
dying = DYING_SQUISHED;
} else if(kind == BAD_FLAME) {
- base.ym = 0; // we misuse base.ym as angle for the flame
+ angle = 0;
physic.enable_gravity(false);
- set_sprite(img_flame, img_flame);
+ set_action("normal", "normal");
} else if(kind == BAD_BOUNCINGSNOWBALL) {
- physic.set_velocity(-1.3, 0);
- set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
+ physic.set_velocity(dirsign * 1.3, 0);
} else if(kind == BAD_STALACTITE) {
physic.enable_gravity(false);
- set_sprite(img_stalactite, img_stalactite);
+ set_action("normal", "normal");
} else if(kind == BAD_FISH) {
- set_sprite(img_fish, img_fish);
+ set_action("normal", "normal");
+ physic.enable_gravity(true);
+ } else if(kind == BAD_FLAMEFISH) {
+ set_action("normal", "normal");
physic.enable_gravity(true);
} else if(kind == BAD_FLYINGSNOWBALL) {
- set_sprite(img_flyingsnowball, img_flyingsnowball);
physic.enable_gravity(false);
} else if(kind == BAD_SPIKY) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
- set_sprite(img_spiky_left, img_spiky_right);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
} else if(kind == BAD_SNOWBALL) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
- set_sprite(img_snowball_left, img_snowball_right);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ } else if(kind == BAD_WINGLING) {
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ physic.enable_gravity(false);
+ set_action("left", "left");
+ } else if (kind == BAD_WALKINGTREE) {
+ // TODO: why isn't the height/width being set properly in set_action?
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ mode = BGM_BIG;
+ set_action("left", "left");
+ base.width = 66;
+ base.height = 66;
}
+}
- // if we're in a solid tile at start correct that now
- if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
- {
- std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
- << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
- while(collision_object_map(base))
- --base.y;
- }
+Surface*
+BadGuy::get_image()
+{
+// Set action as the "default" one.
+specs->sprite->set_action("left");
+if(BAD_JUMPY)
+ specs->sprite->set_action("left-up");
+else if(kind == BAD_BOMB)
+ specs->sprite->set_action("ticking-left");
+else if(kind == BAD_FLAME)
+ specs->sprite->set_action("normal");
+else if(kind == BAD_STALACTITE)
+ specs->sprite->set_action("normal");
+else if(kind == BAD_FISH)
+ specs->sprite->set_action("normal");
+else if(kind == BAD_FLAMEFISH)
+ specs->sprite->set_action("normal");
+
+return specs->sprite->get_frame(0);
}
void
-BadGuy::action_mriceblock(float frame_ratio)
+BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
if(mode != HELD)
fall();
if (mode != HELD)
{
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
{ /* FIXME: The pbad object shouldn't know about pplayer objects. */
/* If we're holding the iceblock */
dir = tux.dir;
- if(dir==RIGHT)
+ if(tux.size == SMALL)
{
- base.x = tux.base.x + 16;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ if(dir == RIGHT)
+ base.x = tux.base.x + 24;
+ else // dir == LEFT
+ base.x = tux.base.x - 12;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
- else /* facing left */
+ else // TUX == BIG
{
- base.x = tux.base.x - 16;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ if(dir == RIGHT)
+ base.x = tux.base.x + 24;
+ else // dir == LEFT
+ base.x = tux.base.x - 4;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
}
+
if(collision_object_map(base))
{
base.x = tux.base.x;
if(tux.input.fire != DOWN) /* SHOOT! */
{
if(dir == LEFT)
- base.x -= 24;
+ base.x = tux.base.x - base.width;
else
- base.x += 24;
+ base.x = tux.base.x + tux.base.width;
old_base = base;
mode=KICK;
tux.kick_timer.start(KICKING_TIME);
- set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ set_action("flat-left", "flat-right");
physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
}
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- /* handle stereo sound (number 10 should be tweaked...)*/
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
}
}
if(!timer.check())
{
mode = NORMAL;
- set_sprite(img_mriceblock_left, img_mriceblock_right);
+ set_action("left", "right");
physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
}
}
BadGuy::check_horizontal_bump(bool checkcliff)
{
float halfheight = base.height / 2;
- if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
+ if (dir == LEFT && issolid( base.x, base.y + halfheight))
{
+ if (kind == BAD_MRICEBLOCK && mode == KICK)
+ {
+ Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
+ Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
+ }
+
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
}
- if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
+ if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
{
+ if (kind == BAD_MRICEBLOCK && mode == KICK)
+ {
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, base.y + halfheight), false);
+ Sector::current()->tryemptybox(
+ Vector(base.x + base.width, base.y + halfheight), dir);
+ }
+
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
return;
if (dir == LEFT)
{
dir = RIGHT;
- physic.set_velocity_x(fabs(physic.get_velocity_x()));
+ physic.set_velocity_x(fabsf(physic.get_velocity_x()));
}
else
{
dir = LEFT;
- physic.set_velocity_x(-fabs(physic.get_velocity_x()));
+ physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
}
}
}
}
void
-BadGuy::remove_me()
+BadGuy::action_jumpy(double elapsed_time)
{
- removable = true;
-}
+ if(frozen_timer.check())
+ {
+ set_action("left-iced", "right-iced");
+ return;
+ }
-void
-BadGuy::action_jumpy(float frame_ratio)
-{
- if (fabsf(physic.get_velocity_y()) < 2.5f)
- set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
- else if (physic.get_velocity_y() < 0)
- set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- else
- set_sprite(img_jumpy_left_down, img_jumpy_left_down);
+ const float vy = physic.get_velocity_y();
- Player& tux = *World::current()->get_tux();
+ // XXX: These tests *should* use location from ground, not velocity
+ if (fabsf(vy) > 5.6f)
+ set_action("left-down", "right-down");
+ else if (fabsf(vy) > 5.3f)
+ set_action("left-middle", "right-middle");
+ else
+ set_action("left-up", "right-up");
+
+ Player& tux = *Sector::current()->player;
static const float JUMPV = 6;
}
// set direction based on tux
- if(tux.base.x > base.x)
- dir = RIGHT;
- else
- dir = LEFT;
+ if(dying == DYING_NOT)
+ {
+ if(tux.base.x > base.x)
+ dir = RIGHT;
+ else
+ dir = LEFT;
+ }
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_mrbomb(float frame_ratio)
+BadGuy::action_mrbomb(double elapsed_time)
{
+ if(frozen_timer.check())
+ {
+ set_action("iced-left", "iced-right");
+ return;
+ }
+
if (dying == DYING_NOT)
check_horizontal_bump(true);
fall();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_bomb(float frame_ratio)
+BadGuy::action_bomb(double elapsed_time)
{
static const int TICKINGTIME = 1000;
static const int EXPLODETIME = 1000;
} else if(!timer.check()) {
if(mode == BOMB_TICKING) {
mode = BOMB_EXPLODE;
- set_sprite(img_mrbomb_explosion, img_mrbomb_explosion);
+ set_action("explosion", "explosion");
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
-
+ SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
}
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_stalactite(float frame_ratio)
+BadGuy::action_stalactite(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const int SHAKETIME = 800;
static const int RANGE = 40;
// start shaking when tux is below the stalactite and at least 40 pixels
// near
if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
- && tux.base.y + tux.base.height > base.y) {
+ && tux.base.y + tux.base.height > base.y
+ && tux.dying == DYING_NOT) {
timer.start(SHAKETIME);
mode = STALACTITE_SHAKING;
}
timer.start(2000);
dying = DYING_SQUISHED;
mode = FLAT;
- set_sprite(img_stalactite_broken, img_stalactite_broken);
+ set_action("broken", "broken");
}
} else if(mode == FLAT) {
fall();
}
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_SQUISHED && !timer.check())
remove_me();
}
void
-BadGuy::action_flame(float frame_ratio)
+BadGuy::action_flame(double elapsed_time)
{
static const float radius = 100;
static const float speed = 0.02;
- base.x = old_base.x + cos(base.ym) * radius;
- base.y = old_base.y + sin(base.ym) * radius;
+ base.x = old_base.x + cos(angle) * radius;
+ base.y = old_base.y + sin(angle) * radius;
- base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
+ angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
}
void
-BadGuy::action_fish(float frame_ratio)
+BadGuy::action_fish(double elapsed_time)
{
+ if(frozen_timer.check())
+ {
+ if(physic.get_velocity_y() < 0)
+ set_action("iced-down", "iced-down");
+ else
+ set_action("iced", "iced");
+
+ return;
+ }
+
static const float JUMPV = 6;
static const int WAITTIME = 1000;
// go in wait mode when back in water
- if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
- && physic.get_velocity_y() <= 0 && mode == NORMAL)
+ if(dying == DYING_NOT
+ && gettile(base.x, base.y + base.height)
+ && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
+ && physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
- set_sprite(0, 0);
+ set_action("hide", "hide");
physic.set_velocity(0, 0);
physic.enable_gravity(false);
timer.start(WAITTIME);
else if(mode == FISH_WAIT && !timer.check())
{
// jump again
- set_sprite(img_fish, img_fish);
+ set_action("normal", "normal");
mode = NORMAL;
physic.set_velocity(0, JUMPV);
physic.enable_gravity(true);
}
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
if(physic.get_velocity_y() < 0)
- set_sprite(img_fish_down, img_fish_down);
+ {
+ set_action("down", "down");
+ }
}
void
-BadGuy::action_bouncingsnowball(float frame_ratio)
+BadGuy::action_bouncingsnowball(double elapsed_time)
{
static const float JUMPV = 4.5;
// check for right/left collisions
check_horizontal_bump();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
-BadGuy::action_flyingsnowball(float frame_ratio)
+BadGuy::action_flyingsnowball(double elapsed_time)
{
static const float FLYINGSPEED = 1;
static const int DIRCHANGETIME = 1000;
if(dying != DYING_NOT)
physic.enable_gravity(true);
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT || dying == DYING_SQUISHED)
collision_swept_object_map(&old_base, &base);
+ if(dying == DYING_NOT)
+ {
+ // set direction based on tux
+ if(Sector::current()->player->base.x > base.x)
+ dir = RIGHT;
+ else
+ dir = LEFT;
+ }
+
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+}
+
+void
+BadGuy::action_spiky(double elapsed_time)
+{
+ if(frozen_timer.check())
{
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ set_action("iced-left", "iced-right");
+ return;
+ }
+
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
+
+ fall();
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+ if (dying != DYING_FALLING)
+ collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_spiky(float frame_ratio)
+BadGuy::action_snowball(double elapsed_time)
{
if (dying == DYING_NOT)
check_horizontal_bump();
fall();
-#if 0
+
// jump when we're about to fall
if (physic.get_velocity_y() == 0 &&
!issolid(base.x+base.width/2, base.y + base.height)) {
physic.enable_gravity(true);
physic.set_velocity_y(2);
}
-#endif
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
+ collision_swept_object_map(&old_base,&base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::action_snowball(float frame_ratio)
+BadGuy::action_wingling(double elapsed_time)
+{
+ if (dying != DYING_NOT)
+ physic.enable_gravity(true);
+ else
+ {
+ Player& tux = *Sector::current()->player;
+ int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
+
+ if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
+ {
+ if (target.x < 0 && target.y < 0)
+ {
+ target.x = tux.base.x;
+ target.y = tux.base.y;
+ physic.set_velocity(dirsign * 1.5f, -2.25f);
+ }
+ }
+ else if (base.y >= target.y - 16)
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ }
+
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
+
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+
+ // TODO: Winglings should be removed after flying off the screen
+}
+
+void
+BadGuy::action_walkingtree(double elapsed_time)
{
if (dying == DYING_NOT)
check_horizontal_bump();
fall();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
-BadGuy::action(float frame_ratio)
+BadGuy::action(float elapsed_time)
{
- // Remove if it's far off the screen:
- if (base.x < scroll_x - OFFSCREEN_DISTANCE)
- {
- remove_me();
- return;
- }
-
+ float scroll_x = Sector::current()->camera->get_translation().x;
+ float scroll_y = Sector::current()->camera->get_translation().y;
+
// BadGuy fall below the ground
- if (base.y > screen->h) {
+ if (base.y > Sector::current()->solids->get_height() * 32) {
remove_me();
return;
}
- // Once it's on screen, it's activated!
- if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
- seen = true;
+ // Kill us if we landed on spikes
+ if (dying == DYING_NOT
+ && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
+ && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
+ || isspike(base.x, base.y + base.height)
+ || isspike(base.x + base.width, base.y + base.height)))
+ {
+ physic.set_velocity_y(3);
+ kill_me(0);
+ }
if(!seen)
- return;
+ {
+ /* 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 - base.width &&
+ start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ activate(RIGHT);
+ else if (start_position.x > scroll_x + screen->w &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
+ start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
+ ((start_position.y > scroll_y + screen->h &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) ||
+ (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y)))
+ {
+ if(start_position.x < scroll_x - screen->w/2)
+ activate(RIGHT);
+ else
+ activate(LEFT);
+ }
+ /* Special case for badguys on start of the level.
+ * If in the future, it's possible to set Tux start pos, this case
+ * should contemplate that. */
+ else if (start_position.x > 0 && start_position.x < screen->w &&
+ start_position.y > 0 && start_position.y < screen->h)
+ activate(LEFT);
+ }
+ else
+ {
+ if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
+ || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
+ || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
+ || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4)
+ {
+ seen = false;
+ if(dying != DYING_NOT)
+ remove_me();
+ }
+ }
+ if(!seen)
+ return;
+
switch (kind)
{
case BAD_MRICEBLOCK:
- action_mriceblock(frame_ratio);
+ action_mriceblock(elapsed_time);
break;
case BAD_JUMPY:
- action_jumpy(frame_ratio);
+ action_jumpy(elapsed_time);
break;
case BAD_MRBOMB:
- action_mrbomb(frame_ratio);
+ action_mrbomb(elapsed_time);
break;
case BAD_BOMB:
- action_bomb(frame_ratio);
+ action_bomb(elapsed_time);
break;
case BAD_STALACTITE:
- action_stalactite(frame_ratio);
+ action_stalactite(elapsed_time);
break;
case BAD_FLAME:
- action_flame(frame_ratio);
+ action_flame(elapsed_time);
break;
case BAD_FISH:
- action_fish(frame_ratio);
+ case BAD_FLAMEFISH:
+ action_fish(elapsed_time);
break;
case BAD_BOUNCINGSNOWBALL:
- action_bouncingsnowball(frame_ratio);
+ action_bouncingsnowball(elapsed_time);
break;
case BAD_FLYINGSNOWBALL:
- action_flyingsnowball(frame_ratio);
+ action_flyingsnowball(elapsed_time);
break;
case BAD_SPIKY:
- action_spiky(frame_ratio);
+ action_spiky(elapsed_time);
break;
case BAD_SNOWBALL:
- action_snowball(frame_ratio);
+ action_snowball(elapsed_time);
+ break;
+
+ case BAD_WINGLING:
+ action_wingling(elapsed_time);
+ break;
+
+ case BAD_WALKINGTREE:
+ action_walkingtree(elapsed_time);
+ break;
+
+ default:
break;
}
}
void
-BadGuy::draw()
+BadGuy::draw(DrawingContext& context)
{
- // Don't try to draw stuff that is outside of the screen
- if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+ if(!seen)
return;
-
- if(sprite_left == 0 || sprite_right == 0)
- {
- return;
- }
- Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
- sprite->draw(base.x - scroll_x, base.y);
+ if((dir == LEFT && action_left == "hide") ||
+ (dir == RIGHT && action_right == "hide"))
+ return;
+
+ if(dir == LEFT)
+ specs->sprite->set_action(action_left);
+ else // if(dir == RIGHT)
+ specs->sprite->set_action(action_right);
- if (debug_mode)
- fillrect(base.x - scroll_x, base.y, base.width, base.height, 75,0,75, 150);
+ if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+ specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
+ else
+ specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
+
+ if(debug_mode)
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
}
void
-BadGuy::set_sprite(Sprite* left, Sprite* right)
+BadGuy::set_action(std::string left, std::string right)
{
+ base.width = 32;
+ base.height = 32;
+
+ action_left = left;
+ action_right = right;
+
+#if 0
if (1)
{
base.width = 32;
else
{
// FIXME: Using the image size for the physics and collision is
- // a bad idea, since images should always overlap there physical
+ // a bad idea, since images should always overlap their physical
// representation
if(left != 0) {
if(base.width == 0 && base.height == 0) {
animation_offset = 0;
sprite_left = left;
sprite_right = right;
+#endif
}
void
{
// these can't be bumped
if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
- || kind == BAD_FLYINGSNOWBALL)
+ || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
return;
physic.set_velocity_y(3);
}
void
-BadGuy::make_player_jump(Player* player)
-{
- player->physic.set_velocity_y(2);
- player->base.y = base.y - player->base.height - 2;
-}
-
-void
BadGuy::squish_me(Player* player)
{
- make_player_jump(player);
+ player->bounce(this);
- World::current()->add_score(base.x - scroll_x,
- base.y, 50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
player_status.score_multiplier++;
dying = DYING_SQUISHED;
if(kind == BAD_MRBOMB) {
// mrbomb transforms into a bomb now
- World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ explode(false);
- make_player_jump(player);
- World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ player->bounce(this);
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
+
player_status.score_multiplier++;
- remove_me();
return;
} else if (kind == BAD_MRICEBLOCK) {
if (mode == NORMAL || mode == KICK)
{
/* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
mode = FLAT;
- set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ set_action("flat-left", "flat-right");
physic.set_velocity_x(0);
timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
if (player->base.x < base.x + (base.width/2)) {
physic.set_velocity_x(5);
mode = KICK;
player->kick_timer.start(KICKING_TIME);
- set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ set_action("flat-left", "flat-right");
}
- make_player_jump(player);
+ player->bounce(this);
player_status.score_multiplier++;
- // check for maximum number of squiches
+ // check for maximum number of squishes
squishcount++;
if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
kill_me(50);
}
return;
- } else if(kind == BAD_FISH) {
+ } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
// fish can only be killed when falling down
if(physic.get_velocity_y() >= 0)
return;
- make_player_jump(player);
+ player->bounce(this);
- World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+
player_status.score_multiplier++;
// simply remove the fish...
return;
} else if(kind == BAD_BOUNCINGSNOWBALL) {
squish_me(player);
- set_sprite(img_bouncingsnowball_squished,img_bouncingsnowball_squished);
+ set_action("squished", "squished");
return;
} else if(kind == BAD_FLYINGSNOWBALL) {
squish_me(player);
- set_sprite(img_flyingsnowball_squished,img_flyingsnowball_squished);
+ set_action("squished-left", "squished-right");
return;
} else if(kind == BAD_SNOWBALL) {
squish_me(player);
- set_sprite(img_snowball_squished_left, img_snowball_squished_right);
+ set_action("squished-left", "squished-right");
return;
+ } else if(kind == BAD_WINGLING) {
+ squish_me(player);
+ set_action("left", "right");
+ } else if(kind == BAD_WALKINGTREE) {
+ if (mode == BGM_BIG)
+ {
+ set_action("left-small", "left-small");
+ physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+
+ /* Move to the player's direction */
+ if(dir != Sector::current()->player->dir)
+ physic.set_velocity_x(-physic.get_velocity_x());
+ dir = Sector::current()->player->dir;
+
+ // XXX magic number: 66 is BGM_BIG height
+
+ player->bounce(this);
+ base.y += 66 - base.height;
+
+ Sector::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
+ player_status.score_multiplier++;
+
+ mode = BGM_SMALL;
+ }
+ else
+ squish_me(player);
}
}
void
BadGuy::kill_me(int score)
{
- if(kind == BAD_BOMB || kind == BAD_STALACTITE || kind == BAD_FLAME)
+ if(kind == BAD_BOMB)
return;
+ if(mode != HELD)
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+
dying = DYING_FALLING;
if(kind == BAD_MRICEBLOCK) {
- set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
+ set_action("falling-left", "falling-right");
if(mode == HELD) {
mode = NORMAL;
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
tux.holding_something = false;
}
}
-
+
physic.enable_gravity(true);
/* Gain some points: */
- World::current()->add_score(base.x - scroll_x, base.y,
- score * player_status.score_multiplier);
+ if (score != 0)
+ Sector::current()->add_score(Vector(base.x, base.y),
+ score * player_status.score_multiplier);
/* Play death sound: */
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
+}
+
+void
+BadGuy::explode(bool right_way)
+{
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB, true);
+ if(right_way)
+ {
+ badguy->timer.start(0);
+ badguy->mode = BOMB_TICKING;
+ }
+ badguy->dir = dir;
+
+ remove_me();
+}
+
+void
+BadGuy::collision(const MovingObject&, int)
+{
+ // later
}
void
BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
{
BadGuy* pbad_c = NULL;
+ Bullet* pbullet_c = NULL;
if(type == COLLISION_BUMP) {
bump();
switch (c_object)
{
case CO_BULLET:
- kill_me(10);
+ pbullet_c = (Bullet*) p_c_object;
+
+ if(pbullet_c->kind == FIRE_BULLET)
+ {
+ if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
+ && kind != BAD_FLAMEFISH)
+ kill_me(10);
+ }
+ else if(pbullet_c->kind == ICE_BULLET)
+ {
+ if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
+ kill_me(10);
+ else
+ frozen_timer.start(FROZEN_TIME);
+ }
break;
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
- /* If we're a kicked mriceblock, kill any badguys we hit */
- if(kind == BAD_MRICEBLOCK && mode == KICK)
+
+ /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
+ if(kind == BAD_MRICEBLOCK && mode == KICK &&
+ kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
{
pbad_c->kill_me(25);
}
- // a held mriceblock gets kills the enemy too but falls to ground then
+ // a held mriceblock kills the enemy too but falls to ground then
else if(kind == BAD_MRICEBLOCK && mode == HELD)
{
pbad_c->kill_me(25);
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- World::current()->add_bad_guy(pbad_c->base.x, pbad_c->base.y,
- BAD_BOMB);
- pbad_c->remove_me();
+ pbad_c->explode(true);
return;
}
- else if (pbad_c->kind != BAD_MRBOMB)
+ else
{
pbad_c->kill_me(50);
}
/* Kill any badguys that get hit by stalactite */
else if (kind == BAD_STALACTITE && dying == DYING_NOT)
{
- pbad_c->kill_me(50);
+ if (pbad_c->kind == BAD_MRBOMB)
+ {
+ // mrbomb transforms into a bomb now
+ pbad_c->explode(false);
+ return;
+ }
+ else
+ pbad_c->kill_me(50);
}
/* When enemies run into eachother, make them change directions */
else
{
- // Jumpy, fish, flame, stalactites are exceptions
+ // Wingling doesn't interact with other badguys
+ if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
+ break;
+
+ // Jumpy, fish, flame, stalactites, wingling are exceptions
if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
- || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
+ || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
+ || pbad_c->kind == BAD_FLAMEFISH)
break;
// Bounce off of other badguy if we land on top of him
if (pbad_c->dir == LEFT)
{
dir = RIGHT;
- physic.set_velocity(fabs(physic.get_velocity_x()), 2);
+ physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
}
else if (pbad_c->dir == RIGHT)
{
dir = LEFT;
- physic.set_velocity(-fabs(physic.get_velocity_x()), 2);
+ physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
}
-
-
break;
}
else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
if (dir == LEFT)
{
dir = RIGHT;
- physic.set_velocity_x(fabs(physic.get_velocity_x()));
+ physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+
+ // Put bad guys a part (or they get jammed)
+ // only needed to do to one of them
+ if (physic.get_velocity_x() != 0)
+ base.x = pbad_c->base.x + pbad_c->base.width + 1;
}
else if (dir == RIGHT)
{
dir = LEFT;
- physic.set_velocity_x(-fabs(physic.get_velocity_x()));
+ physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
}
}
/* Get kicked if were flat */
if (mode == FLAT && !dying)
{
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
// Hit from left side
if (player->base.x < base.x) {
mode = KICK;
player->kick_timer.start(KICKING_TIME);
- set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
+ set_action("flat-left", "flat-right");
}
break;
}
}
-//---------------------------------------------------------------------------
-
-void load_badguy_gfx()
-{
- img_mriceblock_flat_left = sprite_manager->load("mriceblock-flat-left");
- img_mriceblock_flat_right = sprite_manager->load("mriceblock-flat-right");
- img_mriceblock_falling_left = sprite_manager->load("mriceblock-falling-left");
- img_mriceblock_falling_right = sprite_manager->load("mriceblock-falling-right");
- img_mriceblock_left = sprite_manager->load("mriceblock-left");
- img_mriceblock_right = sprite_manager->load("mriceblock-right");
- img_jumpy_left_up = sprite_manager->load("jumpy-left-up");
- img_jumpy_left_down = sprite_manager->load("jumpy-left-down");
- img_jumpy_left_middle = sprite_manager->load("jumpy-left-middle");
- img_mrbomb_left = sprite_manager->load("mrbomb-left");
- img_mrbomb_right = sprite_manager->load("mrbomb-right");
- img_mrbomb_ticking_left = sprite_manager->load("mrbomb-ticking-left");
- img_mrbomb_ticking_right = sprite_manager->load("mrbomb-ticking-right");
- img_mrbomb_explosion = sprite_manager->load("mrbomb-explosion");
- img_stalactite = sprite_manager->load("stalactite");
- img_stalactite_broken = sprite_manager->load("stalactite-broken");
- img_flame = sprite_manager->load("flame");
- img_fish = sprite_manager->load("fish");
- img_fish_down = sprite_manager->load("fish-down");
- img_bouncingsnowball_left = sprite_manager->load("bouncingsnowball-left");
- img_bouncingsnowball_right = sprite_manager->load("bouncingsnowball-right");
- img_bouncingsnowball_squished = sprite_manager->load("bouncingsnowball-squished");
- img_flyingsnowball = sprite_manager->load("flyingsnowball");
- img_flyingsnowball_squished = sprite_manager->load("flyingsnowball-squished");
- img_spiky_left = sprite_manager->load("spiky-left");
- img_spiky_right = sprite_manager->load("spiky-right");
- img_snowball_left = sprite_manager->load("snowball-left");
- img_snowball_right = sprite_manager->load("snowball-right");
- img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
- img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
-}
-
-void free_badguy_gfx()
-{
-}
-
// EOF //