X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy.cpp;h=cfdc7ac431c7861ab71981295d66996b75ccd7d0;hb=cf4de5d58eb99a11369c329c01bfa5abe4b0a398;hp=e8062321a5cfb10c1a9cc11e3e862f717dbfff95;hpb=439727da7695d42e55a008268bcfa860262eee4c;p=supertux.git diff --git a/src/badguy.cpp b/src/badguy.cpp index e8062321a..cfdc7ac43 100644 --- a/src/badguy.cpp +++ b/src/badguy.cpp @@ -26,16 +26,14 @@ #include "globals.h" #include "defines.h" #include "badguy.h" -#include "scene.h" -#include "screen.h" -#include "world.h" #include "tile.h" #include "resources.h" #include "sprite_manager.h" -#include "gameloop.h" -#include "display_manager.h" -#include "lispwriter.h" #include "camera.h" +#include "lispwriter.h" +#include "level.h" +#include "sector.h" +#include "tilemap.h" Sprite* img_mriceblock_flat_left; Sprite* img_mriceblock_flat_right; @@ -74,8 +72,12 @@ 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) { @@ -99,10 +101,13 @@ 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()); - return BAD_SNOWBALL; + return BAD_INVALID; } } @@ -140,33 +145,33 @@ 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"; } } -BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_, - LispReader& lispreader) +BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader) : removable(false), squishcount(0) { - display_manager.add_drawable(this, LAYER_OBJECTS); - - lispreader.read_float("x", &start_position.x); - lispreader.read_float("y", &start_position.y); + lispreader.read_float("x", start_position.x); + lispreader.read_float("y", start_position.y); kind = kind_; stay_on_platform = false; - lispreader.read_bool("stay-on-platform", &stay_on_platform); + lispreader.read_bool("stay-on-platform", stay_on_platform); init(); } -BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_, - float x, float y) +BadGuy::BadGuy(BadGuyKind kind_, float x, float y) + : removable(false), squishcount(0) { - display_manager.add_drawable(this, LAYER_OBJECTS); - start_position.x = x; start_position.y = y; stay_on_platform = false; @@ -194,6 +199,7 @@ BadGuy::init() dir = LEFT; seen = false; animation_offset = 0; + target.x = target.y = -1; sprite_left = sprite_right = 0; physic.reset(); frozen_timer.init(true); @@ -208,9 +214,20 @@ BadGuy::init() --base.y; } - // just activate the badguy, since he might be on screen already. If not he - // gets deactivated anyway - activate(LEFT); + if(Sector::current() && Sector::current()->camera) { + Vector scroll = Sector::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); + } + } else { + if(start_position.x > 0 && start_position.x <= screen->w + && start_position.y > 0 && start_position.y <= screen->h) + activate(LEFT); + } } void @@ -230,6 +247,7 @@ BadGuy::activate(Direction activation_dir) { mode = NORMAL; animation_offset = 0; + target.x = target.y = -1; physic.reset(); frozen_timer.init(true); timer.init(true); @@ -271,6 +289,17 @@ BadGuy::activate(Direction activation_dir) } else if(kind == BAD_SNOWBALL) { 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; } base.x = start_position.x; @@ -282,7 +311,7 @@ BadGuy::activate(Direction activation_dir) void BadGuy::action_mriceblock(double elapsed_time) { - Player& tux = *World::current()->get_tux(); + Player& tux = *Sector::current()->player; if(mode != HELD) fall(); @@ -337,7 +366,7 @@ BadGuy::action_mriceblock(double elapsed_time) check_horizontal_bump(); if(mode == KICK && changed != dir) { - float scroll_x = World::current()->camera->get_translation().x; + float scroll_x = Sector::current()->camera->get_translation().x; /* handle stereo sound (number 10 should be tweaked...)*/ if (base.x < scroll_x + screen->w/2 - 10) @@ -368,7 +397,7 @@ BadGuy::check_horizontal_bump(bool checkcliff) if (dir == LEFT && issolid( base.x, (int) base.y + halfheight)) { if (kind == BAD_MRICEBLOCK && mode == KICK) - World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false); + Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false); dir = RIGHT; physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y()); @@ -377,7 +406,8 @@ BadGuy::check_horizontal_bump(bool checkcliff) if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight)) { if (kind == BAD_MRICEBLOCK && mode == KICK) - World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false); + Sector::current()->trybreakbrick( + Vector(base.x + base.width, (int) base.y + halfheight), false); dir = LEFT; physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y()); @@ -471,7 +501,7 @@ BadGuy::action_jumpy(double elapsed_time) else set_sprite(img_jumpy_left_up, img_jumpy_left_up); - Player& tux = *World::current()->get_tux(); + Player& tux = *Sector::current()->player; static const float JUMPV = 6; @@ -538,7 +568,7 @@ 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; + float scroll_x = Sector::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) @@ -562,7 +592,7 @@ BadGuy::action_bomb(double elapsed_time) void BadGuy::action_stalactite(double elapsed_time) { - Player& tux = *World::current()->get_tux(); + Player& tux = *Sector::current()->player; static const int SHAKETIME = 800; static const int RANGE = 40; @@ -629,8 +659,9 @@ BadGuy::action_fish(double elapsed_time) static const int WAITTIME = 1000; // go in wait mode when back in water - if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water - && physic.get_velocity_y() <= 0 && mode == NORMAL) + if(dying == DYING_NOT + && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER + && physic.get_velocity_y() <= 0 && mode == NORMAL) { mode = FISH_WAIT; set_sprite(0, 0); @@ -766,13 +797,81 @@ BadGuy::action_snowball(double elapsed_time) } void +BadGuy::action_wingling(double elapsed_time) +{ + if (dying != DYING_NOT) + physic.enable_gravity(true); + else + { + Player& tux = *Sector::current()->player; + 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) + { + 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) +{ + Player& tux = *Sector::current()->player; + Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT; + + if (dying == DYING_NOT) + check_horizontal_bump(); + + fall(); + + if (mode == BGM_BIG) + { + if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT) + { + dir = RIGHT; + physic.set_velocity_x(-physic.get_velocity_x()); + } + else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT) + { + dir = LEFT; + physic.set_velocity_x(-physic.get_velocity_x()); + } + } + + + 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; + float scroll_x = Sector::current()->camera->get_translation().x; + float scroll_y = Sector::current()->camera->get_translation().y; // BadGuy fall below the ground - if (base.y > World::current()->get_level()->height * 32) { + if (base.y > Sector::current()->solids->get_height() * 32) { remove_me(); return; } @@ -806,10 +905,10 @@ BadGuy::action(float elapsed_time) start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) activate(LEFT); } else { - if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE - || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE - || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE - || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) { + 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(); @@ -864,31 +963,35 @@ 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(Camera& viewport, int) +BadGuy::draw(DrawingContext& context) { - float scroll_x = viewport.get_translation().x; - float scroll_y = viewport.get_translation().y; - - // Don't try to draw stuff that is outside of the screen - if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w) + Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right; + if(sprite == 0) return; - - if(sprite_left == 0 || sprite_right == 0) - { - return; - } - Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right; - sprite->draw(viewport.world2screen(Vector(base.x, base.y))); + if(dying == DYING_FALLING && physic.get_velocity_y() < 0) + sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP); + else + sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS); - if (debug_mode) - fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150); + if(debug_mode) + context.draw_filled_rect(Vector(base.x, base.y), + Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1); } void @@ -949,7 +1052,7 @@ BadGuy::squish_me(Player* player) { make_player_jump(player); - World::current()->add_score(Vector(base.x, base.y), + Sector::current()->add_score(Vector(base.x, base.y), 50 * player_status.score_multiplier); play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER); player_status.score_multiplier++; @@ -966,10 +1069,10 @@ BadGuy::squish(Player* player) if(kind == BAD_MRBOMB) { // mrbomb transforms into a bomb now - explode(); + explode(false); make_player_jump(player); - World::current()->add_score(Vector(base.x, base.y), + Sector::current()->add_score(Vector(base.x, base.y), 50 * player_status.score_multiplier); play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER); player_status.score_multiplier++; @@ -1021,7 +1124,7 @@ BadGuy::squish(Player* player) make_player_jump(player); - World::current()->add_score(Vector(base.x, base.y), + Sector::current()->add_score(Vector(base.x, base.y), 25 * player_status.score_multiplier); player_status.score_multiplier++; @@ -1040,6 +1143,27 @@ 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; + + Sector::current()->add_score(Vector(base.x, base.y), + 25 * player_status.score_multiplier); + player_status.score_multiplier++; + + mode = BGM_SMALL; + } + else + squish_me(player); } } @@ -1054,7 +1178,7 @@ BadGuy::kill_me(int score) set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right); if(mode == HELD) { mode = NORMAL; - Player& tux = *World::current()->get_tux(); + Player& tux = *Sector::current()->player; tux.holding_something = false; } } @@ -1063,7 +1187,7 @@ BadGuy::kill_me(int score) /* Gain some points: */ if (score != 0) - World::current()->add_score(Vector(base.x, base.y), + Sector::current()->add_score(Vector(base.x, base.y), score * player_status.score_multiplier); /* Play death sound: */ @@ -1071,9 +1195,15 @@ BadGuy::kill_me(int score) } void -BadGuy::explode() +BadGuy::explode(bool right_way) { - World::current()->add_bad_guy(base.x, base.y, BAD_BOMB); + BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB); + if(right_way) + { + badguy->timer.start(0); + badguy->mode = BOMB_TICKING; + } + remove_me(); } @@ -1123,6 +1253,7 @@ 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) @@ -1143,7 +1274,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type) if (pbad_c->kind == BAD_MRBOMB) { // mrbomb transforms into a bomb now - pbad_c->explode(); + pbad_c->explode(true); return; } else if (pbad_c->kind != BAD_MRBOMB) @@ -1158,7 +1289,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type) if (pbad_c->kind == BAD_MRBOMB) { // mrbomb transforms into a bomb now - pbad_c->explode(); + pbad_c->explode(false); return; } else @@ -1168,7 +1299,11 @@ 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; @@ -1283,6 +1418,9 @@ 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()