#include "globals.h"
#include "defines.h"
#include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-#include "world.h"
#include "tile.h"
#include "resources.h"
#include "sprite_manager.h"
-#include "gameloop.h"
-#include "display_manager.h"
-#include "lispwriter.h"
#include "camera.h"
+#include "lispwriter.h"
+#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
Sprite* img_snowball_right;
Sprite* img_snowball_squished_left;
Sprite* img_snowball_squished_right;
+Sprite* img_wingling_left;
+Sprite* img_walkingtree_left;
+Sprite* img_walkingtree_left_small;
#define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
BadGuyKind badguykind_from_string(const std::string& str)
{
return BAD_SPIKY;
else if (str == "snowball" || str == "bsod") // was bsod in old maps
return BAD_SNOWBALL;
+ else if (str == "wingling")
+ return BAD_WINGLING;
+ else if (str == "walkingtree")
+ return BAD_WALKINGTREE;
else
{
- printf("Couldn't convert badguy: '%s'\n", str.c_str());
- return BAD_SNOWBALL;
+ return BAD_INVALID;
}
}
case BAD_SNOWBALL:
return "snowball";
break;
+ case BAD_WINGLING:
+ return "wingling";
+ break;
+ case BAD_WALKINGTREE:
+ return "walkingtree";
default:
return "snowball";
}
}
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
- LispReader& lispreader)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
: removable(false), squishcount(0)
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
- lispreader.read_float("x", &start_position.x);
- lispreader.read_float("y", &start_position.y);
+ 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);
+ lispreader.read_bool("stay-on-platform", stay_on_platform);
init();
}
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
- float x, float y)
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+ : removable(false), squishcount(0)
{
- display_manager.add_drawable(this, LAYER_OBJECTS);
-
start_position.x = x;
start_position.y = y;
stay_on_platform = false;
dir = LEFT;
seen = false;
animation_offset = 0;
+ target.x = target.y = -1;
sprite_left = sprite_right = 0;
physic.reset();
frozen_timer.init(true);
--base.y;
}
- // just activate the badguy, since he might be on screen already. If not he
- // gets deactivated anyway
- activate(LEFT);
+ if(Sector::current() && Sector::current()->camera) {
+ Vector scroll = Sector::current()->camera->get_translation();
+
+ if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
+ 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 > 0 && start_position.x <= screen->w
+ && start_position.y > 0 && start_position.y <= screen->h)
+ activate(LEFT);
+ }
}
void
{
mode = NORMAL;
animation_offset = 0;
+ target.x = target.y = -1;
physic.reset();
frozen_timer.init(true);
timer.init(true);
} else if(kind == BAD_SNOWBALL) {
physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_snowball_left, img_snowball_right);
+ } else if(kind == BAD_WINGLING) {
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ physic.enable_gravity(false);
+ set_sprite(img_wingling_left, img_wingling_left);
+ } else if (kind == BAD_WALKINGTREE) {
+ // TODO: why isn't the height/width being set properly in set_sprite?
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
+ mode = BGM_BIG;
+ set_sprite(img_walkingtree_left, img_walkingtree_left);
+ base.width = 66;
+ base.height = 66;
}
base.x = start_position.x;
void
BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
if(mode != HELD)
fall();
tux.kick_timer.start(KICKING_TIME);
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
}
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* 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);
+ sound_manager->play_sound(sounds[SND_RICOCHET], get_pos());
}
}
if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, (int) base.y + halfheight), false);
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
else
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const float JUMPV = 6;
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* 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);
-
+ sound_manager->play_sound(sounds[SND_EXPLODE], this);
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
void
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;
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)->attributes & Tile::WATER
+ && physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
set_sprite(0, 0);
}
void
+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);
+
+
+ // 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)
+{
+ Player& tux = *Sector::current()->player;
+ Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
+
+ if (dying == DYING_NOT)
+ check_horizontal_bump();
+
+ fall();
+
+ if (mode == BGM_BIG)
+ {
+ if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
+ {
+ dir = RIGHT;
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+ else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
+ {
+ dir = LEFT;
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+ }
+
+
+ physic.apply(elapsed_time, base.x, base.y);
+ 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 elapsed_time)
{
- float scroll_x = World::current()->camera->get_translation().x;
- float scroll_y = World::current()->camera->get_translation().y;
+ 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 > World::current()->get_level()->height * 32) {
+ if (base.y > Sector::current()->solids->get_height() * 32) {
remove_me();
return;
}
start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
activate(LEFT);
} else {
- if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE
- || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE
- || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE
- || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) {
+ 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();
case BAD_SNOWBALL:
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(Camera& viewport, int)
+BadGuy::draw(DrawingContext& context)
{
- float scroll_x = viewport.get_translation().x;
- float scroll_y = viewport.get_translation().y;
-
- // 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)
+ Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+ if(sprite == 0)
return;
-
- if(sprite_left == 0 || sprite_right == 0)
- {
- return;
- }
- Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
+ if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
+ else
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
- if (debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+ 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
{
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+
+ sound_manager->play_sound(sounds[SND_SQUISH], get_pos());
player_status.score_multiplier++;
dying = DYING_SQUISHED;
if(kind == BAD_MRBOMB) {
// mrbomb transforms into a bomb now
- explode();
+ explode(false);
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_SQUISH], get_pos());
player_status.score_multiplier++;
return;
if (mode == NORMAL || mode == KICK)
{
/* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_STOMP], get_pos());
mode = FLAT;
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x(0);
timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
if (player->base.x < base.x + (base.width/2)) {
physic.set_velocity_x(5);
make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
squish_me(player);
set_sprite(img_snowball_squished_left, img_snowball_squished_right);
return;
+ } else if(kind == BAD_WINGLING) {
+ squish_me(player);
+ set_sprite(img_wingling_left, img_wingling_left);
+ } else if(kind == BAD_WALKINGTREE) {
+ if (mode == BGM_BIG)
+ {
+ set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
+ physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+ // XXX magic number: 66 is BGM_BIG height
+
+ make_player_jump(player);
+ 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);
}
}
set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
if(mode == HELD) {
mode = NORMAL;
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
tux.holding_something = false;
}
}
/* Gain some points: */
if (score != 0)
- World::current()->add_score(Vector(base.x, base.y),
+ 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);
+ sound_manager->play_sound(sounds[SND_FALL], this);
}
void
-BadGuy::explode()
+BadGuy::explode(bool right_way)
{
- World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ if(right_way)
+ {
+ badguy->timer.start(0);
+ badguy->mode = BOMB_TICKING;
+ }
+
remove_me();
}
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
+
/* 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)
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- pbad_c->explode();
+ pbad_c->explode(true);
return;
}
else if (pbad_c->kind != BAD_MRBOMB)
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- pbad_c->explode();
+ pbad_c->explode(false);
return;
}
else
/* 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)
break;
/* Get kicked if were flat */
if (mode == FLAT && !dying)
{
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_KICK], this);
// Hit from left side
if (player->base.x < base.x) {
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");
+ img_wingling_left = sprite_manager->load("wingling-left");
+ img_walkingtree_left = sprite_manager->load("walkingtree-left");
+ img_walkingtree_left_small = sprite_manager->load("walkingtree-left-small");
}
void free_badguy_gfx()