adding re-ordered data directories
[supertux.git] / src / badguy / badguy.cpp
index 1c1f581..dd8544e 100644 (file)
@@ -1,3 +1,22 @@
+//  $Id$
+// 
+//  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"
@@ -10,9 +29,6 @@ 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()
@@ -28,7 +44,10 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
   if(state == STATE_FALLING) {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+    uint32_t old_effect = context.get_drawing_effect();
+    context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    context.set_drawing_effect(old_effect);
   } else {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }
@@ -127,24 +146,20 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& )
 }
 
 HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
 {
   if(player.is_invincible()) {
     kill_fall();
     return ABORT_MOVE;
   }
-  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)
-    hitpoints--;
-    bullet_hitpoints--;
-    if(collision_squished(player))
-      return ABORT_MOVE;
-    else if (hitpoints <= 0) {
-      bullet_hitpoints = 0;
+  // hit from above?
+  if(player.get_movement().y > 0 && player.get_bbox().p2.y <
+      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+    // if it's not is it possible to squish us, then this will hurt
+    if(!collision_squished(player))
       player.kill(Player::SHRINK);
-      return FORCE_MOVE;
-    }
+
+    return FORCE_MOVE;
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
@@ -165,8 +180,7 @@ 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);
@@ -177,14 +191,11 @@ BadGuy::kill_squished(Player& player)
 void
 BadGuy::kill_fall()
 {
-  bullet_hitpoints--;
-  if (bullet_hitpoints <= 0) {
-    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);
-  }
+  sound_manager->play_sound("fall", this,
+      Sector::current()->player->get_pos());
+  physic.set_velocity_y(0);
+  physic.enable_gravity(true);
+  set_state(STATE_FALLING);
 }
 
 void