-Started to move stuff from library back to main game
[supertux.git] / src / badguy / badguy.cpp
index 0b80172..42d56dd 100644 (file)
@@ -1,3 +1,23 @@
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2005 Matthias Braun <matze@braunis.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 "badguy.h"
@@ -10,7 +30,9 @@ static const float Y_OFFSCREEN_DISTANCE = 1200;
 BadGuy::BadGuy()
   : sprite(0), dir(LEFT), state(STATE_INIT)
 {
+  //Set hitpoints and bullet hitpoints
   hitpoints = 1;
+  bullet_hitpoints = 1;
 }
 
 BadGuy::~BadGuy()
@@ -134,12 +156,12 @@ BadGuy::collision_player(Player& player, const CollisionHit& hit)
   if(hit.normal.y > .9) {
     //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
     //      give badguys some invincible time (prevent them from being hit multiple times)
-    //      use hitpoints also when hit by fireball or invincible tux
     hitpoints--;
-    std::cout << "Hitpoints: " << hitpoints << std::endl;
+    bullet_hitpoints--;
     if(collision_squished(player))
       return ABORT_MOVE;
     else if (hitpoints <= 0) {
+      bullet_hitpoints = 0;
       player.kill(Player::SHRINK);
       return FORCE_MOVE;
     }
@@ -163,8 +185,7 @@ BadGuy::collision_squished(Player& )
 void
 BadGuy::kill_squished(Player& player)
 {
-  SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
-      player.get_pos());
+  sound_manager->play_sound("squish", get_pos(), player.get_pos());
   physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
@@ -175,11 +196,16 @@ BadGuy::kill_squished(Player& player)
 void
 BadGuy::kill_fall()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
-      Sector::current()->player->get_pos());
-  physic.set_velocity_y(0);
-  physic.enable_gravity(true);
-  set_state(STATE_FALLING);
+  bullet_hitpoints--;
+  if (bullet_hitpoints <= 0) {
+    hitpoints = 0;
+    sound_manager->play_sound("fall", this,
+                              Sector::current()->player->get_pos());
+    physic.set_velocity_y(0);
+    physic.enable_gravity(true);
+    set_state(STATE_FALLING);
+  }
+  std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
 }
 
 void