// 02111-1307, USA.
#include <config.h>
-#include "badguy.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+#include "statistics.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy()
- : sprite(0), dir(LEFT), state(STATE_INIT)
+ : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
{
}
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
- uint32_t old_effect = context.get_drawing_effect();
- context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+ DrawingEffect old_effect = context.get_drawing_effect();
+ context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
sprite->draw(context, get_pos(), LAYER_OBJECTS);
context.set_drawing_effect(old_effect);
} else {
}
void
+BadGuy::save(lisp::Writer& )
+{
+ std::cout << "Warning: tried to write out a generic badguy." << std::endl;
+}
+
+void
BadGuy::active_update(float elapsed_time)
{
movement = physic.get_movement(elapsed_time);
case STATE_INACTIVE:
return ABORT_MOVE;
case STATE_ACTIVE: {
- if(other.get_flags() & FLAG_SOLID)
- return collision_solid(other, hit);
+ TileMap* tilemap = dynamic_cast<TileMap*> (&other);
+ if(tilemap != 0) {
+ const TilemapCollisionHit* thit
+ = static_cast<const TilemapCollisionHit*> (&hit);
+ if(thit->tileflags & Tile::SPIKE)
+ kill_fall();
+ if(thit->tileflags & Tile::SOLID)
+ return collision_solid(other, hit);
+ return FORCE_MOVE;
+ }
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy && badguy->state == STATE_ACTIVE)
void
BadGuy::kill_squished(Player& player)
{
- sound_manager->play_sound("squish", get_pos(), player.get_pos());
+ sound_manager->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
player.bounce(*this);
}
void
BadGuy::kill_fall()
{
- sound_manager->play_sound("fall", this,
- Sector::current()->player->get_pos());
+ sound_manager->play("sounds/fall.wav", get_pos());
+ global_stats.add_points(BADGUYS_KILLED_STAT, 1);
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);