X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=2fbacae127cbcab6114ec999f3c75a56afde663a;hb=2ad3ecbc14b77d373c796ad04d6389489666cc01;hp=0d654bb2514f57f95bb957d3007c85ba254a5e49;hpb=6b491f2062d0f0a0460b317ccb3aef4b4fed8e7e;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 0d654bb25..2fbacae12 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -16,45 +16,61 @@ // 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 #include "badguy.hpp" -#include "object/camera.hpp" -#include "object/tilemap.hpp" -#include "tile.hpp" -#include "statistics.hpp" + +#include "audio/sound_manager.hpp" #include "game_session.hpp" -#include "log.hpp" #include "level.hpp" -#include "object/bullet.hpp" +#include "log.hpp" #include "main.hpp" +#include "object/bullet.hpp" +#include "object/camera.hpp" #include "object/particles.hpp" +#include "object/player.hpp" +#include "object/tilemap.hpp" #include "random_generator.hpp" +#include "sector.hpp" +#include "statistics.hpp" +#include "tile.hpp" + +#include static const float SQUISH_TIME = 2; + static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) - : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), draw_dead_script_hint(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), + dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), + state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING) { start_position = bbox.p1; sound_manager->preload("sounds/squish.wav"); sound_manager->preload("sounds/fall.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; } BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) - : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), frozen(false), ignited(false), draw_dead_script_hint(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), + dir(direction), start_dir(direction), frozen(false), ignited(false), + state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING) { start_position = bbox.p1; sound_manager->preload("sounds/squish.wav"); sound_manager->preload("sounds/fall.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; } BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer) - : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), is_initialized(false), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false), colgroup_active(COLGROUP_MOVING) { start_position = bbox.p1; @@ -64,10 +80,11 @@ BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int lay dir = start_dir; reader.get("dead-script", dead_script); - draw_dead_script_hint = (dead_script != ""); sound_manager->preload("sounds/squish.wav"); sound_manager->preload("sounds/fall.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; } void @@ -84,11 +101,6 @@ BadGuy::draw(DrawingContext& context) context.set_drawing_effect(old_effect); } else { sprite->draw(context, get_pos(), layer); - if (draw_dead_script_hint) { - Vector ppos = Vector(systemRandom.randf(bbox.p1.x+8, bbox.p2.x-8), bbox.p2.y); - Vector pspeed = Vector(0, -100); - Sector::current()->add_object(new Particles(ppos, 44, 46, pspeed, Vector(0,0), 1, Color(.6f, .2f, .2f), 3, .1f, LAYER_OBJECTS+1)); - } } } @@ -96,24 +108,28 @@ void BadGuy::update(float elapsed_time) { if(!Sector::current()->inside(bbox)) { + is_active_flag = false; remove_me(); return; } - if(is_offscreen()) { + if ((state != STATE_INACTIVE) && is_offscreen()) { if (state == STATE_ACTIVE) deactivate(); set_state(STATE_INACTIVE); } switch(state) { case STATE_ACTIVE: + is_active_flag = true; active_update(elapsed_time); break; case STATE_INIT: case STATE_INACTIVE: + is_active_flag = false; inactive_update(elapsed_time); try_activate(); break; case STATE_SQUISHED: + is_active_flag = false; if(state_timer.check()) { remove_me(); break; @@ -121,6 +137,7 @@ BadGuy::update(float elapsed_time) movement = physic.get_movement(elapsed_time); break; case STATE_FALLING: + is_active_flag = false; movement = physic.get_movement(elapsed_time); break; } @@ -144,6 +161,11 @@ BadGuy::str2dir( std::string dir_str ) } void +BadGuy::initialize() +{ +} + +void BadGuy::activate() { } @@ -154,7 +176,7 @@ BadGuy::deactivate() } void -BadGuy::save(lisp::Writer& ) +BadGuy::write(lisp::Writer& ) { log_warning << "tried to write out a generic badguy" << std::endl; } @@ -189,50 +211,39 @@ BadGuy::collision_tile(uint32_t tile_attributes) HitResponse BadGuy::collision(GameObject& other, const CollisionHit& hit) { - switch(state) { - case STATE_INIT: - case STATE_INACTIVE: - return ABORT_MOVE; - case STATE_ACTIVE: { - BadGuy* badguy = dynamic_cast (&other); - if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING) { - - // hit from above? - if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) { - if(collision_squished(*badguy)) { - return ABORT_MOVE; - } - } - - return collision_badguy(*badguy, hit); - } + if (!is_active()) return ABORT_MOVE; - Player* player = dynamic_cast (&other); - if(player) { + BadGuy* badguy = dynamic_cast (&other); + if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) { - // hit from above? - if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { - if(collision_squished(*player)) { - return ABORT_MOVE; - } - } - - return collision_player(*player, hit); + // hit from above? + if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(collision_squished(*badguy)) { + return ABORT_MOVE; } + } - Bullet* bullet = dynamic_cast (&other); - if(bullet) - return collision_bullet(*bullet, hit); + return collision_badguy(*badguy, hit); + } - return FORCE_MOVE; + Player* player = dynamic_cast (&other); + if(player) { + + // hit from above? + if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(collision_squished(*player)) { + return ABORT_MOVE; + } } - case STATE_SQUISHED: - return FORCE_MOVE; - case STATE_FALLING: - return FORCE_MOVE; + + return collision_player(*player, hit); } - return ABORT_MOVE; + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); + + return FORCE_MOVE; } void @@ -326,37 +337,33 @@ BadGuy::kill_squished(GameObject& object) set_group(COLGROUP_MOVING_ONLY_STATIC); Player* player = dynamic_cast(&object); if (player) { - if (countMe) Sector::current()->get_level()->stats.badguys++; player->bounce(*this); } // start dead-script - if(dead_script != "") { - std::istringstream stream(dead_script); - Sector::current()->run_script(stream, "dead-script"); - } + run_dead_script(); } void BadGuy::kill_fall() { sound_manager->play("sounds/fall.wav", get_pos()); - if (countMe) Sector::current()->get_level()->stats.badguys++; physic.set_velocity_y(0); + physic.set_acceleration_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); // start dead-script - if(dead_script != "") { - std::istringstream stream(dead_script); - Sector::current()->run_script(stream, "dead-script"); - } + run_dead_script(); } void BadGuy::run_dead_script() { - if (countMe) Sector::current()->get_level()->stats.badguys++; + if (countMe) + Sector::current()->get_level()->stats.badguys++; + + countMe = false; // start dead-script if(dead_script != "") { @@ -378,8 +385,8 @@ BadGuy::set_state(State state) state_timer.start(SQUISH_TIME); break; case STATE_ACTIVE: - set_group(COLGROUP_MOVING); - bbox.set_pos(start_position); + set_group(colgroup_active); + //bbox.set_pos(start_position); break; case STATE_INACTIVE: // was the badguy dead anyway? @@ -399,79 +406,40 @@ BadGuy::set_state(State state) bool BadGuy::is_offscreen() { - float scroll_x = Sector::current()->camera->get_translation().x; - float scroll_y = Sector::current()->camera->get_translation().y; - - if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE - || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH - || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE - || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT) - return true; - - return false; + Player* player = get_nearest_player(); + if (!player) return false; + Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); + if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) { + return false; + } + return true; } void BadGuy::try_activate() { - float scroll_x = Sector::current()->camera->get_translation().x; - float scroll_y = Sector::current()->camera->get_translation().y; - - /* Activate badguys if they're just around the screen to avoid - * the effect of having badguys suddenly popping up from nowhere. - */ - //Badguy left of screen - if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x - bbox.get_width() && - start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) { - if (start_dir != AUTO) dir = start_dir; else dir = RIGHT; + // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px + // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px + Player* player = get_nearest_player(); + if (!player) return; + Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle(); + if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) { set_state(STATE_ACTIVE); - activate(); - //Badguy right of screen - } else if (start_position.x > scroll_x + SCREEN_WIDTH && - start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE && - start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) { - if (start_dir != AUTO) dir = start_dir; else dir = LEFT; - set_state(STATE_ACTIVE); - activate(); - //Badguy over or under screen - } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE && - ((start_position.y > scroll_y + SCREEN_HEIGHT && - start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) || - (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y - bbox.get_height() ))) { - if (start_dir != AUTO) dir = start_dir; - else{ - // if nearest player is to our right, start facing right - Player* player = get_nearest_player(); - if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { - dir = RIGHT; - } else { - dir = LEFT; - } - } - set_state(STATE_ACTIVE); - activate(); - } else if(state == STATE_INIT - && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE - && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH - && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE - && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT ) { - if (start_dir != AUTO) { - dir = start_dir; - } else { - // if nearest player is to our right, start facing right - Player* player = get_nearest_player(); - if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { - dir = RIGHT; - } else { - dir = LEFT; + if (!is_initialized) { + + // if starting direction was set to AUTO, this is our chance to re-orient the badguy + if (start_dir == AUTO) { + Player* player = get_nearest_player(); + if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { + dir = RIGHT; + } else { + dir = LEFT; + } } + + initialize(); + is_initialized = true; } - set_state(STATE_ACTIVE); activate(); } } @@ -504,6 +472,7 @@ BadGuy::get_nearest_player() std::vector players = Sector::current()->get_players(); for (std::vector::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) { Player* player = *playerIter; + if (player->is_dying() || player->is_dead()) continue; return player; } @@ -525,6 +494,12 @@ BadGuy::on_ground() return on_ground_flag; } +bool +BadGuy::is_active() +{ + return is_active_flag; +} + Vector BadGuy::get_floor_normal() { @@ -541,7 +516,7 @@ BadGuy::freeze() void BadGuy::unfreeze() { - set_group(COLGROUP_MOVING); + set_group(colgroup_active); frozen = false; } @@ -579,3 +554,11 @@ BadGuy::is_ignited() const { return ignited; } + +void +BadGuy::set_colgroup_active(CollisionGroup group) +{ + this->colgroup_active = group; + if (state == STATE_ACTIVE) set_group(group); +} +