adding re-ordered data directories
[supertux.git] / src / badguy / badguy.cpp
index b13c0d5..dd8544e 100644 (file)
@@ -1,7 +1,26 @@
+//  $Id$
+// 
+//  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"
-#include "camera.h"
+#include "object/camera.h"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
@@ -25,9 +44,12 @@ 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);
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }
 }
 
@@ -97,7 +119,7 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
         return collision_solid(other, hit);
 
       BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-      if(badguy)
+      if(badguy && badguy->state == STATE_ACTIVE)
         return collision_badguy(*badguy, hit);
 
       Player* player = dynamic_cast<Player*> (&other);
@@ -124,15 +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) {
-    if(collision_squished(player))
-      return ABORT_MOVE;
+  // 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;
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
@@ -153,8 +180,8 @@ 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);
   set_state(STATE_SQUISHED);
@@ -164,7 +191,7 @@ BadGuy::kill_squished(Player& player)
 void
 BadGuy::kill_fall()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+  sound_manager->play_sound("fall", this,
       Sector::current()->player->get_pos());
   physic.set_velocity_y(0);
   physic.enable_gravity(true);
@@ -189,7 +216,7 @@ BadGuy::set_state(State state)
       break;
     case STATE_INACTIVE:
       // was the badguy dead anyway?
-      if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
+      if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
         remove_me();
       }
       flags |= FLAG_NO_COLLDET;