X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=755723b5f977ae0afd4a912970cff026680fb301;hb=7c2f8e23f9accd00bd9ee2319da8ab8aa341c7cf;hp=bafa67bf40e658c1fd9fb0fabdf70928b40b9c60;hpb=a40453e7f04c072a8054063f1826ff9d7446fe22;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index bafa67bf4..755723b5f 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,7 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2005 Matthias Braun +// 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 @@ -12,11 +12,10 @@ // 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. +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include "badguy.hpp" @@ -25,20 +24,45 @@ #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() - : countMe(true), 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_group(COLGROUP_DISABLED); + 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 @@ -51,10 +75,10 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_FALLING) { DrawingEffect old_effect = context.get_drawing_effect(); context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); - sprite->draw(context, get_pos(), LAYER_OBJECTS); + 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); } } @@ -66,6 +90,7 @@ BadGuy::update(float elapsed_time) return; } if(is_offscreen()) { + if (state == STATE_ACTIVE) deactivate(); set_state(STATE_INACTIVE); } @@ -91,6 +116,21 @@ BadGuy::update(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() { @@ -104,7 +144,7 @@ BadGuy::deactivate() void BadGuy::save(lisp::Writer& ) { - std::cout << "Warning: tried to write out a generic badguy." << std::endl; + log_warning << "tried to write out a generic badguy" << std::endl; } void @@ -137,13 +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: @@ -166,20 +210,27 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& ) HitResponse 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; } - // hit from above? - if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y < - (get_bbox().p1.y + get_bbox().p2.y) / 2) { - // if it's not possible to squish us, then this will hurt - if(!collision_squished(player)) - player.kill(Player::SHRINK); - return FORCE_MOVE; - } - player.kill(Player::SHRINK); + player.kill(false); return FORCE_MOVE; } @@ -195,6 +246,13 @@ BadGuy::collision_squished(Player& ) return false; } +HitResponse +BadGuy::collision_bullet(Bullet& , const CollisionHit& ) +{ + kill_fall(); + return ABORT_MOVE; +} + void BadGuy::kill_squished(Player& player) { @@ -204,7 +262,7 @@ BadGuy::kill_squished(Player& player) physic.set_velocity_y(0); set_state(STATE_SQUISHED); set_group(COLGROUP_MOVING_ONLY_STATIC); - global_stats.add_points(BADGUYS_KILLED_STAT, 1); + if (countMe) Sector::current()->get_level()->stats.badguys++; player.bounce(*this); } @@ -212,7 +270,7 @@ void BadGuy::kill_fall() { sound_manager->play("sounds/fall.wav", get_pos()); - global_stats.add_points(BADGUYS_KILLED_STAT, 1); + if (countMe) Sector::current()->get_level()->stats.badguys++; physic.set_velocity_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); @@ -273,77 +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::may_fall_off_platform() +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() { - int tile_x, tile_y; - // First, let's say the badguy moves 32 units in the - // direction it's heading, so do some voodoo maths magic - // to determine its future position. - Vector pos; - if (dir == LEFT) - pos = Vector(bbox.p1.x - 32.f, bbox.p2.y); - else - pos = Vector(bbox.p2.x, bbox.p2.y); - - // Now, snap the badguy's X coordinate to the 32x32/cell grid. - if (dir == LEFT) // use the ceiling - tile_x = (int)ceilf(pos.x/32.0f); - else // use the floor - tile_x = (int)floorf(pos.x/32.0f); - - // We might be falling down, so use the ceiling to round upward and - // get the lower position. (Positive Y goes downward.) - tile_y = (int)ceilf(pos.y/32.0f); - -#if defined(DEBUG_STAY_ON_PLATFORM) - // Draw! - GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999); -#endif - - // Now, if the badguy intersects with a tile, he won't fall off. - // If he doesn't intersect, he probably will. - // Note that the tile's Y coordinate is offset by +1 from the object's Y. - if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID) - { - // It's a solid tile. Good. - return false; + // 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; } - // Watch out there buddy, you might take a sticky end! - return true; + return 0; }