#include "tile.hpp"
#include "statistics.hpp"
#include "game_session.hpp"
+#include "msg.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
void
BadGuy::save(lisp::Writer& )
{
- std::cout << "Warning: tried to write out a generic badguy." << std::endl;
+ msg_warning("tried to write out a generic badguy");
}
void
}
HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& )
+BadGuy::collision_player(Player& player, const CollisionHit& hit)
{
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
+ printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
+ game_time,
+ player.get_movement().x, player.get_movement().y,
+ get_movement().x, get_movement().y,
+ hit.normal.x, hit.normal.y);
// hit from above?
- if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
+ if(player.get_movement().y /*- get_movement().y*/ > 0
+ && player.get_bbox().p2.y <
(get_bbox().p1.y + get_bbox().p2.y) / 2) {
// if it's not possible to squish us, then this will hurt
if(collision_squished(player))
- return CONTINUE;
+ return ABORT_MOVE;
}
player.kill(Player::SHRINK);
// Watch out there buddy, you might take a sticky end!
return true;
}
+
+Player*
+BadGuy::get_nearest_player()
+{
+ // FIXME: does not really return nearest player
+
+ std::vector<Player*> players = Sector::current()->get_players();
+ for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+ Player* player = *playerIter;
+ return player;
+ }
+
+ return 0;
+}