--- /dev/null
+// $Id: igel.cpp 3478 2006-04-30 23:14:15Z sommer $
+//
+// SuperTux - Badguy "Igel"
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+//
+// 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 <config.h>
+
+#include "igel.hpp"
+#include "object/block.hpp"
+#include "sector.hpp"
+#include "object/bullet.hpp"
+
+namespace {
+ const float WALKSPEED = 80; /**< speed at which we walk around */
+ const float TURN_RECOVER_TIME = 0.5; /**< seconds before we will again turn around when shot at */
+ const float RANGE_OF_VISION = 256; /**< range in px at which we can see bullets */
+}
+
+Igel::Igel(const lisp::Lisp& reader)
+ : state(STATE_NORMAL)
+{
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ sprite = sprite_manager->create("images/creatures/igel/igel.sprite");
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ set_direction = false;
+}
+
+Igel::Igel(float pos_x, float pos_y, Direction d)
+ : state(STATE_NORMAL)
+{
+ start_position.x = pos_x;
+ start_position.y = pos_y;
+ sprite = sprite_manager->create("images/creatures/igel/igel.sprite");
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ set_direction = true;
+ initial_direction = d;
+}
+
+void
+Igel::write(lisp::Writer& writer)
+{
+ writer.start_list("igel");
+
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+
+ writer.end_list("igel");
+}
+
+void
+Igel::activate()
+{
+ if (set_direction) {dir = initial_direction;}
+
+ be_normal();
+}
+
+void
+Igel::be_normal()
+{
+ state = STATE_NORMAL;
+ sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
+
+ physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
+}
+
+void
+Igel::turn_around()
+{
+ dir = (dir == LEFT ? RIGHT : LEFT);
+ turn_recover_timer.start(TURN_RECOVER_TIME);
+ be_normal();
+}
+
+bool
+Igel::can_see(const MovingObject& o)
+{
+ Rect mb = get_bbox();
+ Rect ob = o.get_bbox();
+
+ bool inReach_left = (ob.p2.x >= mb.p1.x-((dir == LEFT) ? RANGE_OF_VISION : 0));
+ bool inReach_right = (ob.p1.x <= mb.p2.x+((dir == RIGHT) ? RANGE_OF_VISION : 0));
+ bool inReach_top = (ob.p2.y >= mb.p1.y);
+ bool inReach_bottom = (ob.p1.y <= mb.p2.y);
+
+ return (inReach_left && inReach_right && inReach_top && inReach_bottom);
+}
+
+void
+Igel::active_update(float elapsed_time)
+{
+ switch (state) {
+
+ case STATE_NORMAL:
+ if (might_fall()) {
+ // turn around when we are at a ledge
+ turn_around();
+ }
+ else if (!turn_recover_timer.started()) {
+ // turn around when we see a Bullet
+ Sector* sector = Sector::current();
+ for (Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
+ Bullet* bullet = dynamic_cast<Bullet*>(*i);
+ if (bullet) {
+ if (can_see(*bullet)) turn_around();
+ }
+ }
+ }
+ break;
+
+ }
+
+ BadGuy::active_update(elapsed_time);
+}
+
+HitResponse
+Igel::collision_solid(GameObject& , const CollisionHit& hit)
+{
+ if(fabsf(hit.normal.y) > .5) { // floor or roof
+ physic.set_velocity_y(0);
+ return CONTINUE;
+ }
+
+ // hit left or right
+ switch(state) {
+
+ case STATE_NORMAL:
+ turn_around();
+ break;
+
+ }
+
+ return CONTINUE;
+}
+
+HitResponse
+Igel::collision_badguy(BadGuy& , const CollisionHit& hit)
+{
+ if(fabsf(hit.normal.y) > .5) { // floor or roof
+ physic.set_velocity_y(0);
+ return CONTINUE;
+ }
+
+ // hit left or right
+ switch(state) {
+
+ case STATE_NORMAL:
+ turn_around();
+ break;
+
+ }
+
+ return CONTINUE;
+}
+
+HitResponse
+Igel::collision_bullet(Bullet& , const CollisionHit& hit)
+{
+ // die if hit on front side
+ if (((dir == LEFT) && (hit.normal.x > 0)) || ((dir == RIGHT) && (hit.normal.x < 0))) {
+ kill_fall();
+ return ABORT_MOVE;
+ }
+
+ // else ignore bullet
+ return FORCE_MOVE;
+}
+
+bool
+Igel::collision_squished(Player& )
+{
+ switch(state) {
+
+ case STATE_NORMAL:
+ // this will hurt
+ return false;
+ break;
+
+ }
+
+ kill_fall();
+ return true;
+}
+
+IMPLEMENT_FACTORY(Igel, "igel")
--- /dev/null
+// $Id: igel.hpp 3452 2006-04-27 18:19:15Z sommer $
+//
+// SuperTux - Badguy "Igel"
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+//
+// 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.
+
+#ifndef __IGEL_H__
+#define __IGEL_H__
+
+#include "badguy.hpp"
+#include "moving_object.hpp"
+
+/**
+ * Badguy "Igel" - a hedgehog that can absorb bullets
+ */
+class Igel : public BadGuy
+{
+public:
+ Igel(const lisp::Lisp& reader);
+ Igel(float pos_x, float pos_y, Direction d);
+
+ void activate();
+ void write(lisp::Writer& writer);
+ HitResponse collision_solid(GameObject& object, const CollisionHit& hit);
+ HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
+ HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
+
+ void active_update(float elapsed_time);
+
+protected:
+ bool collision_squished(Player& player);
+ void be_normal(); /**< switch to state STATE_NORMAL */
+ void turn_around(); /**< reverse direction, assumes we are in STATE_NORMAL */
+ bool can_see(const MovingObject& o); /**< check if we can see o */
+
+private:
+ enum State {
+ STATE_NORMAL /**< walking around */
+ };
+ State state;
+ Timer turn_recover_timer; /**< wait time until we will turn around again when shot at */
+ bool set_direction;
+ Direction initial_direction;
+};
+
+#endif
+