1 | // Zeekling - flyer that swoops down when she spots the player |
2 | // Copyright (C) 2005 Matthias Braun <matze@braunis.de> |
3 | // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de> |
4 | // |
5 | // This program is free software: you can redistribute it and/or modify |
6 | // it under the terms of the GNU General Public License as published by |
7 | // the Free Software Foundation, either version 3 of the License, or |
8 | // (at your option) any later version. |
9 | // |
10 | // This program is distributed in the hope that it will be useful, |
11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
13 | // GNU General Public License for more details. |
14 | // |
15 | // You should have received a copy of the GNU General Public License |
16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
17 | |
18 | #include "badguy/zeekling.hpp" |
19 | |
20 | #include <math.h> |
21 | |
22 | #include "math/random.hpp" |
23 | #include "object/player.hpp" |
24 | #include "sprite/sprite.hpp" |
25 | |
26 | Zeekling::Zeekling(const ReaderMapping& reader) : |
27 | BadGuy(reader, "images/creatures/zeekling/zeekling.sprite" ), |
28 | speed(gameRandom.randf(130.0f, 171.0f)), |
29 | diveRecoverTimer(), |
30 | state(FLYING), |
31 | last_player(nullptr), |
32 | last_player_pos(), |
33 | last_self_pos() |
34 | { |
35 | m_physic.enable_gravity(false); |
36 | } |
37 | |
38 | void |
39 | Zeekling::initialize() |
40 | { |
41 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -speed : speed); |
42 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
43 | } |
44 | |
45 | bool |
46 | Zeekling::collision_squished(GameObject& object) |
47 | { |
48 | m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left" : "squished-right" ); |
49 | kill_squished(object); |
50 | return true; |
51 | } |
52 | |
53 | void |
54 | Zeekling::onBumpHorizontal() |
55 | { |
56 | if (m_frozen) |
57 | { |
58 | m_physic.set_velocity_x(0); |
59 | return; |
60 | } |
61 | if (state == FLYING) { |
62 | m_dir = (m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT); |
63 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
64 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -speed : speed); |
65 | } else |
66 | if (state == DIVING) { |
67 | m_dir = (m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT); |
68 | state = FLYING; |
69 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
70 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -speed : speed); |
71 | m_physic.set_velocity_y(0); |
72 | } else |
73 | if (state == CLIMBING) { |
74 | m_dir = (m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT); |
75 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
76 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -speed : speed); |
77 | } else { |
78 | assert(false); |
79 | } |
80 | } |
81 | |
82 | void |
83 | Zeekling::onBumpVertical() |
84 | { |
85 | if (m_frozen || BadGuy::get_state() == STATE_BURNING) |
86 | { |
87 | m_physic.set_velocity_y(0); |
88 | m_physic.set_velocity_x(0); |
89 | return; |
90 | } |
91 | if (state == FLYING) { |
92 | m_physic.set_velocity_y(0); |
93 | } else |
94 | if (state == DIVING) { |
95 | state = CLIMBING; |
96 | m_physic.set_velocity_y(-speed); |
97 | m_sprite->set_action(m_dir == Direction::LEFT ? "left" : "right" ); |
98 | } else |
99 | if (state == CLIMBING) { |
100 | state = FLYING; |
101 | m_physic.set_velocity_y(0); |
102 | } |
103 | } |
104 | |
105 | void |
106 | Zeekling::collision_solid(const CollisionHit& hit) |
107 | { |
108 | if (m_sprite->get_action() == "squished-left" || |
109 | m_sprite->get_action() == "squished-right" ) |
110 | { |
111 | return; |
112 | } |
113 | |
114 | if (hit.top || hit.bottom) { |
115 | onBumpVertical(); |
116 | } else if (hit.left || hit.right) { |
117 | onBumpHorizontal(); |
118 | } |
119 | } |
120 | |
121 | /** linear prediction of player and badguy positions to decide if we should enter the DIVING state */ |
122 | bool |
123 | Zeekling::should_we_dive() |
124 | { |
125 | if (m_frozen) |
126 | return false; |
127 | |
128 | const auto player = get_nearest_player(); |
129 | if (player && last_player && (player == last_player)) { |
130 | |
131 | // get positions, calculate movement |
132 | const Vector& player_pos = player->get_pos(); |
133 | const Vector player_mov = (player_pos - last_player_pos); |
134 | const Vector self_pos = m_col.m_bbox.p1(); |
135 | const Vector self_mov = (self_pos - last_self_pos); |
136 | |
137 | // new vertical speed to test with |
138 | float vy = 2*fabsf(self_mov.x); |
139 | |
140 | // do not dive if we are not above the player |
141 | float height = player_pos.y - self_pos.y; |
142 | if (height <= 0) return false; |
143 | |
144 | // do not dive if we are too far above the player |
145 | if (height > 512) return false; |
146 | |
147 | // do not dive if we would not descend faster than the player |
148 | float relSpeed = vy - player_mov.y; |
149 | if (relSpeed <= 0) return false; |
150 | |
151 | // guess number of frames to descend to same height as player |
152 | float estFrames = height / relSpeed; |
153 | |
154 | // guess where the player would be at this time |
155 | float estPx = (player_pos.x + (estFrames * player_mov.x)); |
156 | |
157 | // guess where we would be at this time |
158 | float estBx = (self_pos.x + (estFrames * self_mov.x)); |
159 | |
160 | // near misses are OK, too |
161 | if (fabsf(estPx - estBx) < 8) return true; |
162 | } |
163 | |
164 | // update last player tracked, as well as our positions |
165 | last_player = player; |
166 | if (player) { |
167 | last_player_pos = player->get_pos(); |
168 | last_self_pos = m_col.m_bbox.p1(); |
169 | } |
170 | |
171 | return false; |
172 | } |
173 | |
174 | void |
175 | Zeekling::active_update(float dt_sec) { |
176 | if (state == FLYING) { |
177 | if (should_we_dive()) { |
178 | state = DIVING; |
179 | m_physic.set_velocity_y(2*fabsf(m_physic.get_velocity_x())); |
180 | m_sprite->set_action(m_dir == Direction::LEFT ? "diving-left" : "diving-right" ); |
181 | } |
182 | BadGuy::active_update(dt_sec); |
183 | return; |
184 | } else if (state == DIVING) { |
185 | BadGuy::active_update(dt_sec); |
186 | return; |
187 | } else if (state == CLIMBING) { |
188 | // stop climbing when we're back at initial height |
189 | if (get_pos().y <= m_start_position.y) { |
190 | state = FLYING; |
191 | m_physic.set_velocity_y(0); |
192 | } |
193 | BadGuy::active_update(dt_sec); |
194 | return; |
195 | } else { |
196 | assert(false); |
197 | } |
198 | } |
199 | |
200 | void |
201 | Zeekling::freeze() |
202 | { |
203 | BadGuy::freeze(); |
204 | m_physic.enable_gravity(true); |
205 | } |
206 | |
207 | void |
208 | Zeekling::unfreeze() |
209 | { |
210 | BadGuy::unfreeze(); |
211 | m_physic.enable_gravity(false); |
212 | state = FLYING; |
213 | initialize(); |
214 | } |
215 | |
216 | bool |
217 | Zeekling::is_freezable() const |
218 | { |
219 | return true; |
220 | } |
221 | |
222 | /* EOF */ |
223 | |