#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 "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);
-
- base.x = 0;
- base.y = 0;
- lispreader.read_float("x", &base.x);
- lispreader.read_float("y", &base.y);
- base.width = 0;
- base.height = 0;
+ 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);
-
- base.x = x;
- base.y = y;
- base.width = 0;
- base.height = 0;
+ start_position.x = x;
+ start_position.y = y;
stay_on_platform = false;
kind = kind_;
void
BadGuy::init()
{
+ base.x = 0;
+ base.y = 0;
+ base.width = 0;
+ base.height = 0;
+
mode = NORMAL;
dying = DYING_NOT;
old_base = base;
dir = LEFT;
seen = false;
- frozen_timer.init(true);
animation_offset = 0;
+ target.x = target.y = -1;
sprite_left = sprite_right = 0;
physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
+
+ // 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;
+ }
+
+ 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
+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);
+ dir = activation_dir;
+ float dirsign = activation_dir == LEFT ? -1 : 1;
+
if(kind == BAD_MRBOMB) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mrbomb_left, img_mrbomb_right);
} else if (kind == BAD_MRICEBLOCK) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mriceblock_left, img_mriceblock_right);
} else if(kind == BAD_JUMPY) {
set_sprite(img_jumpy_left_up, img_jumpy_left_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...
+ // hack so that the bomb doesn't hurt until it expldes...
dying = DYING_SQUISHED;
} else if(kind == BAD_FLAME) {
angle = 0;
physic.enable_gravity(false);
set_sprite(img_flame, img_flame);
} else if(kind == BAD_BOUNCINGSNOWBALL) {
- physic.set_velocity(-1.3, 0);
+ physic.set_velocity(dirsign * 1.3, 0);
set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
} else if(kind == BAD_STALACTITE) {
physic.enable_gravity(false);
set_sprite(img_flyingsnowball, img_flyingsnowball);
physic.enable_gravity(false);
} else if(kind == BAD_SPIKY) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_spiky_left, img_spiky_right);
} else if(kind == BAD_SNOWBALL) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ 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;
}
- // 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;
- }
-}
-
-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));
+ base.x = start_position.x;
+ base.y = start_position.y;
+ old_base = base;
+ seen = true;
}
void
BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
if(mode != HELD)
fall();
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
+ float scroll_x = Sector::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);
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 = Sector::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);
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);
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
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)
+BadGuy::action_wingling(double elapsed_time)
{
- // Remove if it's far off the screen:
- if (base.x < scroll_x - OFFSCREEN_DISTANCE)
+ 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)
{
- remove_me();
- return;
+ 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 = 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;
}
kill_me(0);
}
- // Once it's on screen, it's activated!
- if (base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
- seen = true;
-
+ if(!seen) {
+ /* activate badguys if they're just inside the offscreen_distance around the
+ * screen. Don't activate them inside the screen, since that might have the
+ * effect of badguys suddenly popping up from nowhere
+ */
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x - base.width)
+ activate(RIGHT);
+ else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - base.height)
+ activate(LEFT);
+ else if(start_position.x > scroll_x + screen->w &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ else if(start_position.y > scroll_y + screen->h &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ 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:
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(ViewPort& 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)
+ if(debug_mode) // draw hotpoint
+ {
+ float scroll_x = context.get_translation().x;
+ float scroll_y = context.get_translation().y;
fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+ }
}
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);
player_status.score_multiplier++;
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);
player_status.score_multiplier++;
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);
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: */
}
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;
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()