First attempts at making BadGuys cloneable
[supertux.git] / src / badguy / badguy.cpp
index 22f7934..fa400f4 100644 (file)
 #include "game_session.hpp"
 #include "log.hpp"
 #include "level.hpp"
+#include "object/bullet.hpp"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
-{
+  : countMe(true), sprite(0), dir(LEFT), layer(LAYER_OBJECTS), state(STATE_INIT) {
   set_group(COLGROUP_DISABLED);
 }
 
+BadGuy::BadGuy(const BadGuy& other)
+       : MovingObject(other), Serializable(other), countMe(other.countMe), physic(other.physic), activated(other.activated), start_position(other.start_position), dir(other.dir), layer(other.layer), state(other.state), state_timer(other.state_timer)
+{
+  sprite = new Sprite(*other.sprite);
+}
+
 BadGuy::~BadGuy()
 {
   delete sprite;
@@ -53,10 +59,10 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_FALLING) {
     DrawingEffect old_effect = context.get_drawing_effect();
     context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
     context.set_drawing_effect(old_effect);
   } else {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
   }
 }
 
@@ -146,6 +152,10 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
       if(player)
         return collision_player(*player, hit);
 
+      Bullet* bullet = dynamic_cast<Bullet*> (&other);
+      if(bullet)
+        return collision_bullet(*bullet, hit);
+
       return FORCE_MOVE;
     }
     case STATE_SQUISHED:
@@ -168,11 +178,6 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& )
 HitResponse
 BadGuy::collision_player(Player& player, const CollisionHit& )
 {
-  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,
@@ -182,15 +187,18 @@ BadGuy::collision_player(Player& player, const CollisionHit& )
   */
 
   // hit from above?
-  if(player.get_movement().y /*- get_movement().y*/ > 0 
-          && player.get_bbox().p2.y <
-      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+  if(player.get_bbox().p2.y < (bbox.p1.y + 16)) {
     // if it's not possible to squish us, then this will hurt
     if(collision_squished(player))
       return ABORT_MOVE;
   }
 
-  player.kill(Player::SHRINK);
+  if(player.is_invincible()) {
+    kill_fall();
+    return ABORT_MOVE;
+  }
+
+  player.kill(false);
   return FORCE_MOVE;
 }
 
@@ -206,6 +214,13 @@ BadGuy::collision_squished(Player& )
   return false;
 }
 
+HitResponse
+BadGuy::collision_bullet(Bullet& , const CollisionHit& )
+{
+  kill_fall();
+  return ABORT_MOVE;
+}
+
 void
 BadGuy::kill_squished(Player& player)
 {