#include "statistics.hpp"
#include "game_session.hpp"
#include "log.hpp"
+#include "level.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
set_group(COLGROUP_MOVING_ONLY_STATIC);
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
player.bounce(*this);
}
BadGuy::kill_fall()
{
sound_manager->play("sounds/fall.wav", get_pos());
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
return true;
}
+bool
+BadGuy::might_fall(int height)
+{
+ // make sure we check for at least a 1-pixel fall
+ assert(height > 0);
+
+ float x1;
+ float x2;
+ float y1 = bbox.p2.y + 1;
+ float y2 = bbox.p2.y + 1 + height;
+ if (dir == LEFT) {
+ x1 = bbox.p1.x - 1;
+ x2 = bbox.p1.x - 1;
+ } else {
+ x1 = bbox.p2.x + 1;
+ x2 = bbox.p2.x + 1;
+ }
+ return Sector::current()->is_free_space(Rect(x1, y1, x2, y2));
+}
+
Player*
BadGuy::get_nearest_player()
{