- tweaked walkingtree
[supertux.git] / src / badguy.cpp
index 1f626a6..db84683 100644 (file)
@@ -35,6 +35,7 @@
 #include "gameloop.h"
 #include "display_manager.h"
 #include "lispwriter.h"
+#include "camera.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -73,8 +74,12 @@ Sprite* img_snowball_left;
 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)
 {
@@ -98,6 +103,10 @@ 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());
@@ -139,6 +148,11 @@ std::string badguykind_to_string(BadGuyKind kind)
     case BAD_SNOWBALL:
       return "snowball";
       break;
+    case BAD_WINGLING:
+      return "wingling";
+      break;
+    case BAD_WALKINGTREE:
+      return "walkingtree";
     default:
       return "snowball";
     }
@@ -150,12 +164,8 @@ BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
 {
   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_;
 
@@ -170,10 +180,8 @@ BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
 {
   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_;
@@ -188,35 +196,87 @@ BadGuy::~BadGuy()
 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(World::current()->camera) {
+    Vector scroll = World::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);
+    }
+  }
+}
+
+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);
@@ -228,33 +288,28 @@ BadGuy::init()
     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
@@ -315,6 +370,8 @@ BadGuy::action_mriceblock(double elapsed_time)
       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);
@@ -514,6 +571,8 @@ BadGuy::action_bomb(double elapsed_time)
       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);
@@ -656,11 +715,7 @@ BadGuy::action_bouncingsnowball(double elapsed_time)
 
   // Handle dying timer:
   if (dying == DYING_SQUISHED && !timer.check())
-    {
-      /* Remove it if time's up: */
-      remove_me();
-      return;
-    }
+    remove_me();
 }
 
 void
@@ -696,11 +751,7 @@ BadGuy::action_flyingsnowball(double elapsed_time)
 
   // Handle dying timer:
   if (dying == DYING_SQUISHED && !timer.check())
-    {
-      /* Remove it if time's up: */
-      remove_me();
-      return;
-    }                                                          
+    remove_me();
 }
 
 void
@@ -741,18 +792,69 @@ BadGuy::action_snowball(double elapsed_time)
   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 = *World::current()->get_tux();
+    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)
+{
+  if (dying == DYING_NOT)
+    check_horizontal_bump();
+
+  fall();
 
+  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;
+  
   // BadGuy fall below the ground
   if (base.y > World::current()->get_level()->height * 32) {
     remove_me();
@@ -770,13 +872,37 @@ BadGuy::action(float elapsed_time)
          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:
@@ -822,13 +948,22 @@ BadGuy::action(float elapsed_time)
     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(Camera& viewport, int)
 {
   float scroll_x = viewport.get_translation().x;
   float scroll_y = viewport.get_translation().y;
@@ -964,7 +1099,7 @@ BadGuy::squish(Player* player)
 
     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);
@@ -998,6 +1133,27 @@ BadGuy::squish(Player* player)
     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;
+             
+      World::current()->add_score(Vector(base.x, base.y),
+                                25 * player_status.score_multiplier);
+      player_status.score_multiplier++;
+
+      mode = BGM_SMALL;
+    }
+    else
+      squish_me(player);
   }
 }
 
@@ -1081,6 +1237,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
     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)
@@ -1126,7 +1283,11 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
       /* 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;
@@ -1241,6 +1402,9 @@ void load_badguy_gfx()
   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()