X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=2fbacae127cbcab6114ec999f3c75a56afde663a;hb=2ad3ecbc14b77d373c796ad04d6389489666cc01;hp=c29e70b3a1076f94d0e8ee47416b7e227598a199;hpb=a67ce361e348c54f4772bdb3a86c146987ff828c;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index c29e70b3a..2fbacae12 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -16,43 +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), 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), 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; @@ -61,8 +79,12 @@ BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int lay start_dir = str2dir( dir_str ); dir = start_dir; + reader.get("dead-script", dead_script); + sound_manager->preload("sounds/squish.wav"); sound_manager->preload("sounds/fall.wav"); + + dir = (start_dir == AUTO) ? LEFT : start_dir; } void @@ -86,24 +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; @@ -111,6 +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; } @@ -134,6 +161,11 @@ BadGuy::str2dir( std::string dir_str ) } void +BadGuy::initialize() +{ +} + +void BadGuy::activate() { } @@ -144,7 +176,7 @@ BadGuy::deactivate() } void -BadGuy::save(lisp::Writer& ) +BadGuy::write(lisp::Writer& ) { log_warning << "tried to write out a generic badguy" << std::endl; } @@ -163,39 +195,55 @@ BadGuy::inactive_update(float ) void BadGuy::collision_tile(uint32_t tile_attributes) { - if(tile_attributes & Tile::HURTS) - kill_fall(); + if(tile_attributes & Tile::HURTS) { + if (tile_attributes & Tile::FIRE) { + if (is_flammable()) ignite(); + } + else if (tile_attributes & Tile::ICE) { + if (is_freezable()) freeze(); + } + else { + kill_fall(); + } + } } 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) - return collision_badguy(*badguy, hit); + if (!is_active()) return ABORT_MOVE; + + BadGuy* badguy = dynamic_cast (&other); + if(badguy && badguy->is_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; + } + } - Player* player = dynamic_cast (&other); - if(player) - return collision_player(*player, hit); + return collision_badguy(*badguy, hit); + } - Bullet* bullet = dynamic_cast (&other); - if(bullet) - return collision_bullet(*bullet, hit); + Player* player = dynamic_cast (&other); + if(player) { - return FORCE_MOVE; + // 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 @@ -209,14 +257,6 @@ BadGuy::collision_solid(const CollisionHit& hit) HitResponse BadGuy::collision_player(Player& player, const CollisionHit& ) { - // hit from above? - if(player.get_bbox().p2.y < (bbox.p1.y + 16)) { - // if it's not possible to squish us, then this will hurt - if(collision_squished(player)) { - return ABORT_MOVE; - } - } - if(player.is_invincible()) { kill_fall(); return ABORT_MOVE; @@ -235,13 +275,13 @@ BadGuy::collision_badguy(BadGuy& , const CollisionHit& ) } bool -BadGuy::collision_squished(Player& ) +BadGuy::collision_squished(GameObject& ) { return false; } HitResponse -BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& ) +BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& hit) { if (is_frozen()) { if(bullet.get_type() == FIRE_BONUS) { @@ -250,11 +290,11 @@ BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& ) bullet.remove_me(); return ABORT_MOVE; } else { - // other bullets are absorbed by frozen badguys - bullet.remove_me(); + // other bullets ricochet + bullet.ricochet(*this, hit); return FORCE_MOVE; } - } + } else if (is_ignited()) { if(bullet.get_type() == ICE_BONUS) { // ice bullets extinguish ignited badguys @@ -280,14 +320,14 @@ BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& ) return ABORT_MOVE; } else { - // in all other cases, bullets are absorbed - bullet.remove_me(); + // in all other cases, bullets ricochet + bullet.ricochet(*this, hit); return FORCE_MOVE; } } void -BadGuy::kill_squished(Player& player) +BadGuy::kill_squished(GameObject& object) { sound_manager->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); @@ -295,18 +335,41 @@ BadGuy::kill_squished(Player& player) physic.set_velocity_y(0); set_state(STATE_SQUISHED); set_group(COLGROUP_MOVING_ONLY_STATIC); - if (countMe) Sector::current()->get_level()->stats.badguys++; - player.bounce(*this); + Player* player = dynamic_cast(&object); + if (player) { + player->bounce(*this); + } + + // start 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 + run_dead_script(); +} + +void +BadGuy::run_dead_script() +{ + if (countMe) + Sector::current()->get_level()->stats.badguys++; + + countMe = false; + + // start dead-script + if(dead_script != "") { + std::istringstream stream(dead_script); + Sector::current()->run_script(stream, "dead-script"); + } } void @@ -322,8 +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? @@ -343,79 +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 - || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE - || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE) - 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 + 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 + 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 + 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 - && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE - && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - 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(); } } @@ -448,6 +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; } @@ -457,7 +482,10 @@ BadGuy::get_nearest_player() void BadGuy::update_on_ground_flag(const CollisionHit& hit) { - if (hit.bottom) on_ground_flag = true; + if (hit.bottom) { + on_ground_flag = true; + floor_normal = hit.slope_normal; + } } bool @@ -466,6 +494,18 @@ BadGuy::on_ground() return on_ground_flag; } +bool +BadGuy::is_active() +{ + return is_active_flag; +} + +Vector +BadGuy::get_floor_normal() +{ + return floor_normal; +} + void BadGuy::freeze() { @@ -476,7 +516,7 @@ BadGuy::freeze() void BadGuy::unfreeze() { - set_group(COLGROUP_MOVING); + set_group(colgroup_active); frozen = false; } @@ -492,26 +532,33 @@ BadGuy::is_frozen() const return frozen; } -void -BadGuy::ignite() +void +BadGuy::ignite() { kill_fall(); } -void -BadGuy::extinguish() +void +BadGuy::extinguish() { } -bool -BadGuy::is_flammable() const +bool +BadGuy::is_flammable() const { return true; } -bool -BadGuy::is_ignited() const +bool +BadGuy::is_ignited() const { return ignited; } + +void +BadGuy::set_colgroup_active(CollisionGroup group) +{ + this->colgroup_active = group; + if (state == STATE_ACTIVE) set_group(group); +}