src/object/ispy.cpp

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00001 //  SuperTux - Ispy
00002 //  Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.de>
00003 //
00004 //  This program is free software: you can redistribute it and/or modify
00005 //  it under the terms of the GNU General Public License as published by
00006 //  the Free Software Foundation, either version 3 of the License, or
00007 //  (at your option) any later version.
00008 //
00009 //  This program is distributed in the hope that it will be useful,
00010 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
00011 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012 //  GNU General Public License for more details.
00013 //
00014 //  You should have received a copy of the GNU General Public License
00015 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
00016 
00017 #include "object/ispy.hpp"
00018 
00019 #include "object/player.hpp"
00020 #include "object/tilemap.hpp"
00021 #include "sprite/sprite.hpp"
00022 #include "supertux/object_factory.hpp"
00023 #include "supertux/sector.hpp"
00024 #include "supertux/tile.hpp"
00025 #include "util/reader.hpp"
00026 
00027 #include <sstream>
00028 
00029 Ispy::Ispy(const Reader& reader) :
00030   MovingSprite(reader, "images/objects/ispy/ispy.sprite", LAYER_TILES+5, COLGROUP_DISABLED), 
00031   state(ISPYSTATE_IDLE), 
00032   script(),
00033   dir(AUTO)
00034 {
00035   // read script to execute
00036   reader.get("script", script);
00037 
00038   // read direction to face in
00039   std::string dir_str;
00040   bool facing_down = false;
00041   reader.get("direction", dir_str);
00042   if( dir_str == "left" ) dir = LEFT;
00043   if( dir_str == "right" ) dir = RIGHT;
00044   reader.get("facing-down", facing_down);
00045   if (facing_down) dir = DOWN;
00046   if (dir == AUTO) log_warning << "Setting an Ispy's direction to AUTO is no good idea" << std::endl;
00047 
00048   // set initial sprite action
00049   sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
00050 }
00051 
00052 HitResponse
00053 Ispy::collision(GameObject& , const CollisionHit& )
00054 {
00055   return ABORT_MOVE;
00056 }
00057 
00058 bool
00059 Ispy::line_intersects_line(Vector line1_start, Vector line1_end, Vector line2_start, Vector line2_end) {
00060   // Adapted from Striker, (C) 1999 Joris van der Hoeven, GPL
00061 
00062   float a1 = line1_start.x, b1 = line1_start.y, a2 = line1_end.x, b2 = line1_end.y;
00063   float c1 = line2_start.x, d1 = line2_start.y, c2 = line2_end.x, d2 = line2_end.y;
00064 
00065   float num = (b2-b1)*(c2-c1) - (a2-a1)*(d2-d1);
00066   float den1 = (d2-b2)*(c1-c2) + (a2-c2)*(d1-d2);
00067   float den2 = (d2-b2)*(a1-a2) + (a2-c2)*(b1-b2);
00068 
00069   // normalize to positive numerator
00070   if (num < 0) { 
00071     num =- num; 
00072     den1 =- den1; 
00073     den2 =- den2; 
00074   }
00075 
00076   // numerator is zero -> Check for parallel or coinciding lines
00077   if (num == 0) {
00078     if ((b1-b2)*(c1-a2) != (a1-a2)*(d1-b2)) return false;
00079     if (a1 == a2) { 
00080       std::swap(a1, b1); 
00081       std::swap(a2, b2); 
00082       std::swap(c1, d1); 
00083       std::swap(c2, d2); 
00084     }
00085     if (a1 > a2) std::swap(a1, a2);
00086     if (c1 > c2) std::swap(c1, c2);
00087     return ((a1 <= c2) && (a2 >= c1));
00088   }
00089 
00090   // Standard check
00091   return (den1>=0) && (den1<=num) && (den2>=0) && (den2<=num);
00092 
00093 }
00094 
00095 bool
00096 Ispy::intersects_line(Rectf r, Vector line_start, Vector line_end)
00097 {
00098   Vector p1 = r.p1;
00099   Vector p2 = Vector(r.p2.x, r.p1.y);
00100   Vector p3 = r.p2;
00101   Vector p4 = Vector(r.p1.x, r.p2.y);
00102   if (line_intersects_line(p1, p2, line_start, line_end)) return true;
00103   if (line_intersects_line(p2, p3, line_start, line_end)) return true;
00104   if (line_intersects_line(p3, p4, line_start, line_end)) return true;
00105   if (line_intersects_line(p4, p1, line_start, line_end)) return true;
00106   return false;
00107 }
00108 
00109 bool
00110 Ispy::free_line_of_sight(Vector line_start, Vector line_end, const MovingObject* ignore_object)
00111 {
00112 
00113   // check if no tile is in the way
00114   float lsx = std::min(line_start.x, line_end.x);
00115   float lex = std::max(line_start.x, line_end.x);
00116   float lsy = std::min(line_start.y, line_end.y);
00117   float ley = std::max(line_start.y, line_end.y);
00118   std::list<TileMap*> solid_tilemaps = Sector::current()->solid_tilemaps;
00119   for (float test_x = lsx; test_x <= lex; test_x += 16) {
00120     for (float test_y = lsy; test_y <= ley; test_y += 16) {
00121       for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
00122         TileMap* solids = *i;
00123         const Tile* tile = solids->get_tile_at(Vector(test_x, test_y));
00124         if(!tile) continue;
00125         // FIXME: check collision with slope tiles
00126         if((tile->getAttributes() & Tile::SOLID)) return false;
00127       }
00128     }
00129   }
00130 
00131   // check if no object is in the way
00132   using namespace collision;
00133   Sector::MovingObjects& moving_objects = Sector::current()->moving_objects;
00134   for(Sector::MovingObjects::const_iterator i = moving_objects.begin();
00135       i != moving_objects.end(); ++i) {
00136     const MovingObject* moving_object = *i;
00137     if (moving_object == ignore_object) continue;
00138     if (!moving_object->is_valid()) continue;
00139     if ((moving_object->get_group() == COLGROUP_MOVING)
00140         || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
00141         || (moving_object->get_group() == COLGROUP_STATIC)) {
00142       if(intersects_line(moving_object->get_bbox(), line_start, line_end)) return false;
00143     }
00144   }
00145 
00146   return true;
00147 }
00148 
00149 void 
00150 Ispy::update(float )
00151 {
00152 
00153   if (state == ISPYSTATE_IDLE) {
00154     // check if a player has been spotted
00155     bool playerSpotted = false;
00156     std::vector<Player*> players = Sector::current()->get_players();
00157     for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
00158       Player* player = *playerIter;
00159 
00160       Vector eye = get_bbox().get_middle();
00161       if (dir == LEFT) eye = Vector(get_bbox().p1.x, get_bbox().get_middle().y);
00162       if (dir == RIGHT) eye = Vector(get_bbox().p2.x, get_bbox().get_middle().y);
00163       if (dir == UP) eye = Vector(get_bbox().get_middle().x, get_bbox().p1.y);
00164       if (dir == DOWN) eye = Vector(get_bbox().get_middle().x, get_bbox().p2.y);
00165 
00166       // test for free line of sight to any of all four corners and the middle of a player's bounding box
00167       if (free_line_of_sight(eye, player->get_bbox().p1, player)) playerSpotted = true;
00168       if (free_line_of_sight(eye, Vector(player->get_bbox().p2.x, player->get_bbox().p1.y), player)) playerSpotted = true;
00169       if (free_line_of_sight(eye, player->get_bbox().p2, player)) playerSpotted = true;
00170       if (free_line_of_sight(eye, Vector(player->get_bbox().p1.x, player->get_bbox().p2.y), player)) playerSpotted = true;
00171       if (free_line_of_sight(eye, player->get_bbox().get_middle(), player)) playerSpotted = true;
00172     }
00173 
00174     if (playerSpotted) {
00175       sprite->set_action((dir == DOWN) ? "alert-down" : ((dir == LEFT) ? "alert-left" : "alert-right"), 1);
00176       state = ISPYSTATE_ALERT;
00177 
00178       std::istringstream stream(script);
00179       Sector::current()->run_script(stream, "Ispy");
00180     }
00181   }
00182   if (state == ISPYSTATE_ALERT) {
00183     if (sprite->animation_done()) {
00184       sprite->set_action((dir == DOWN) ? "hiding-down" : ((dir == LEFT) ? "hiding-left" : "hiding-right"), 1);
00185       state = ISPYSTATE_HIDING;
00186     }
00187   }
00188   if (state == ISPYSTATE_HIDING) {
00189     if (sprite->animation_done()) {
00190       sprite->set_action((dir == DOWN) ? "showing-down" : ((dir == LEFT) ? "showing-left" : "showing-right"), 1);
00191       state = ISPYSTATE_SHOWING;
00192     }
00193   }
00194   if (state == ISPYSTATE_SHOWING) {
00195     if (sprite->animation_done()) {
00196       sprite->set_action((dir == DOWN) ? "idle-down" : ((dir == LEFT) ? "idle-left" : "idle-right"));
00197       state = ISPYSTATE_IDLE;
00198     }
00199   }
00200 }
00201 
00202 /* EOF */

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