X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=755723b5f977ae0afd4a912970cff026680fb301;hb=7c2f8e23f9accd00bd9ee2319da8ab8aa341c7cf;hp=8b6186305fb3d6a6c9e309a864939e83f5816441;hpb=16ed8c7ce29177a68fbf64d4cfc03739ae75c094;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 8b6186305..755723b5f 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,23 +1,68 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2006 Matthias Braun +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// 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.h" -#include "object/camera.h" +#include "badguy.hpp" +#include "object/camera.hpp" +#include "object/tilemap.hpp" +#include "tile.hpp" +#include "statistics.hpp" +#include "game_session.hpp" +#include "log.hpp" +#include "level.hpp" +#include "object/bullet.hpp" +#include "main.hpp" static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; -BadGuy::BadGuy() - : sprite(0), dir(LEFT), state(STATE_INIT) +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), state(STATE_INIT) { - //Set hitpoints and bullet hitpoints - hitpoints = 1; - bullet_hitpoints = 1; + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } -BadGuy::~BadGuy() +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), state(STATE_INIT) { - delete sprite; + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); +} + +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), state(STATE_INIT) +{ + start_position = bbox.p1; + + std::string dir_str = "auto"; + reader.get("direction", dir_str); + start_dir = str2dir( dir_str ); + dir = start_dir; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } void @@ -28,30 +73,34 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { - sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP); + DrawingEffect old_effect = context.get_drawing_effect(); + context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); + sprite->draw(context, get_pos(), layer); + context.set_drawing_effect(old_effect); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } } void -BadGuy::action(float elapsed_time) +BadGuy::update(float elapsed_time) { if(!Sector::current()->inside(bbox)) { remove_me(); return; } if(is_offscreen()) { + if (state == STATE_ACTIVE) deactivate(); set_state(STATE_INACTIVE); } switch(state) { case STATE_ACTIVE: - active_action(elapsed_time); + active_update(elapsed_time); break; case STATE_INIT: case STATE_INACTIVE: - inactive_action(elapsed_time); + inactive_update(elapsed_time); try_activate(); break; case STATE_SQUISHED: @@ -67,6 +116,21 @@ BadGuy::action(float elapsed_time) } } +Direction +BadGuy::str2dir( std::string dir_str ) +{ + if( dir_str == "auto" ) + return AUTO; + if( dir_str == "left" ) + return LEFT; + if( dir_str == "right" ) + return RIGHT; + + //default to "auto" + log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"\n"; + return dir; +} + void BadGuy::activate() { @@ -78,16 +142,29 @@ BadGuy::deactivate() } void -BadGuy::active_action(float elapsed_time) +BadGuy::save(lisp::Writer& ) +{ + log_warning << "tried to write out a generic badguy" << std::endl; +} + +void +BadGuy::active_update(float elapsed_time) { movement = physic.get_movement(elapsed_time); } void -BadGuy::inactive_action(float ) +BadGuy::inactive_update(float ) { } +void +BadGuy::collision_tile(uint32_t tile_attributes) +{ + if(tile_attributes & Tile::HURTS) + kill_fall(); +} + HitResponse BadGuy::collision(GameObject& other, const CollisionHit& hit) { @@ -100,13 +177,17 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) return collision_solid(other, hit); BadGuy* badguy = dynamic_cast (&other); - if(badguy && badguy->state == STATE_ACTIVE) + if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING) return collision_badguy(*badguy, hit); Player* player = dynamic_cast (&other); if(player) return collision_player(*player, hit); + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); + return FORCE_MOVE; } case STATE_SQUISHED: @@ -127,27 +208,29 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& ) } HitResponse -BadGuy::collision_player(Player& player, const CollisionHit& hit) +BadGuy::collision_player(Player& player, const CollisionHit& ) { + /* + printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n", + game_time, + player.get_movement().x, player.get_movement().y, + get_movement().x, get_movement().y, + hit.normal.x, hit.normal.y); + */ + + // 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; } - if(hit.normal.y > .9) { - //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit) - // give badguys some invincible time (prevent them from being hit multiple times) - hitpoints--; - bullet_hitpoints--; - if(collision_squished(player)) - return ABORT_MOVE; - else if (hitpoints <= 0) { - bullet_hitpoints = 0; - player.kill(Player::SHRINK); - return FORCE_MOVE; - } - } - std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl; - player.kill(Player::SHRINK); + + player.kill(false); return FORCE_MOVE; } @@ -163,31 +246,34 @@ BadGuy::collision_squished(Player& ) return false; } +HitResponse +BadGuy::collision_bullet(Bullet& , const CollisionHit& ) +{ + kill_fall(); + return ABORT_MOVE; +} + void BadGuy::kill_squished(Player& player) { - SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), - player.get_pos()); + sound_manager->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); 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); } void BadGuy::kill_fall() { - bullet_hitpoints--; - if (bullet_hitpoints <= 0) { - hitpoints = 0; - SoundManager::get()->play_sound(IDToSound(SND_FALL), this, - Sector::current()->player->get_pos()); - physic.set_velocity_y(0); - physic.enable_gravity(true); - set_state(STATE_FALLING); - } - std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl; + sound_manager->play("sounds/fall.wav", get_pos()); + if (countMe) Sector::current()->get_level()->stats.badguys++; + physic.set_velocity_y(0); + physic.enable_gravity(true); + set_state(STATE_FALLING); } void @@ -203,7 +289,7 @@ BadGuy::set_state(State state) state_timer.start(SQUISH_TIME); break; case STATE_ACTIVE: - flags &= ~FLAG_NO_COLLDET; + set_group(COLGROUP_MOVING); bbox.set_pos(start_position); break; case STATE_INACTIVE: @@ -211,10 +297,10 @@ BadGuy::set_state(State state) if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) { remove_me(); } - flags |= FLAG_NO_COLLDET; + set_group(COLGROUP_DISABLED); break; case STATE_FALLING: - flags |= FLAG_NO_COLLDET; + set_group(COLGROUP_DISABLED); break; default: break; @@ -245,36 +331,73 @@ BadGuy::try_activate() /* Activate badguys if they're just around the screen to avoid * the effect of having badguys suddenly popping up from nowhere. */ - if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && + //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) { - dir = RIGHT; + if (start_dir != AUTO) dir = start_dir; else dir = RIGHT; set_state(STATE_ACTIVE); activate(); - } else if (start_position.x > scroll_x && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && + //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) { - dir = LEFT; + 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 && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) || - (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y))) { - dir = start_position.x < scroll_x ? RIGHT : LEFT; - set_state(STATE_ACTIVE); - activate(); + 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 dir = start_position.x < scroll_x ? RIGHT : 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) { - dir = LEFT; + if (start_dir != AUTO) dir = start_dir; else dir = LEFT; set_state(STATE_ACTIVE); activate(); } } + +bool +BadGuy::might_fall(int height) +{ + // make sure we check for at least a 1-pixel fall + assert(height > 0); + + float x1; + float x2; + float y1 = bbox.p2.y + 1; + float y2 = bbox.p2.y + 1 + height; + if (dir == LEFT) { + x1 = bbox.p1.x - 1; + x2 = bbox.p1.x - 1; + } else { + x1 = bbox.p2.x + 1; + x2 = bbox.p2.x + 1; + } + return Sector::current()->is_free_space(Rect(x1, y1, x2, y2)); +} + +Player* +BadGuy::get_nearest_player() +{ + // FIXME: does not really return nearest player + + std::vector players = Sector::current()->get_players(); + for (std::vector::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) { + Player* player = *playerIter; + return player; + } + + return 0; +}