Use run_dead_script wherever possible and make kill_* operations only do stuff once
[supertux.git] / src / badguy / mole.cpp
index 765319d..6a14b0f 100644 (file)
 #include "random_generator.hpp"
 #include "log.hpp"
 #include "level.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+#include "sector.hpp"
+#include "sprite/sprite.hpp"
 
-static const float IDLE_TIME = 0.2; /**< time to wait before and after throwing */
-static const float THROW_TIME = 4.6; /**< time to spend throwing */
+#include <math.h>
+
+static const float IDLE_TIME = 0.2f; /**< time to wait before and after throwing */
+static const float THROW_TIME = 4.6f; /**< time to spend throwing */
 static const float THROW_INTERVAL = 1; /**< time between two thrown rocks */
 static const float THROW_VELOCITY = 400; /**< initial velocity of thrown rocks */
 
 Mole::Mole(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
+  : BadGuy(reader, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
 {
   physic.enable_gravity(false);
+  sound_manager->preload("sounds/fall.wav");
+  sound_manager->preload("sounds/squish.wav");
+  sound_manager->preload("sounds/dartfire.wav");
 }
 
 Mole::Mole(const Vector& pos)
-       : BadGuy(pos, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
+  : BadGuy(pos, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
 {
   physic.enable_gravity(false);
+  sound_manager->preload("sounds/fall.wav");
+  sound_manager->preload("sounds/squish.wav");
+  sound_manager->preload("sounds/dartfire.wav");
 }
 
 void
 Mole::write(lisp::Writer& writer)
 {
   writer.start_list("mole");
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
+  writer.write("x", start_position.x);
+  writer.write("y", start_position.y);
   writer.end_list("mole");
 }
 
@@ -64,7 +77,7 @@ Mole::kill_fall()
 {
   set_state(DEAD);
   sound_manager->play("sounds/fall.wav", get_pos());
-  if (countMe) Sector::current()->get_level()->stats.badguys++;
+  run_dead_script();
 }
 
 HitResponse
@@ -74,11 +87,11 @@ Mole::collision_badguy(BadGuy& , const CollisionHit& )
 }
 
 bool
-Mole::collision_squished(Player& )
+Mole::collision_squished(GameObject& )
 {
   set_state(DEAD);
   sound_manager->play("sounds/squish.wav", get_pos());
-  if (countMe) Sector::current()->get_level()->stats.badguys++;
+  run_dead_script();
   return true;
 }
 
@@ -104,26 +117,26 @@ Mole::active_update(float elapsed_time)
   switch (state) {
     case PRE_THROWING:
       if (timer.check()) {
-       set_state(THROWING);
+        set_state(THROWING);
       }
       break;
     case THROWING:
       if (throw_timer.check()) {
         throw_rock();
-       throw_timer.start(THROW_INTERVAL);
+        throw_timer.start(THROW_INTERVAL);
       }
       if (timer.check()) {
-       set_state(POST_THROWING);
+        set_state(POST_THROWING);
       }
       break;
     case POST_THROWING:
       if (timer.check()) {
-       set_state(PEEKING);
+        set_state(PEEKING);
       }
       break;
     case PEEKING:
       if (sprite->animation_done()) {
-       set_state(PRE_THROWING);
+        set_state(PRE_THROWING);
       }
       break;
     case DEAD:
@@ -132,33 +145,33 @@ Mole::active_update(float elapsed_time)
 
 }
 
-void 
+void
 Mole::set_state(MoleState new_state)
 {
   switch (new_state) {
     case PRE_THROWING:
       sprite->set_action("idle");
-      set_group(COLGROUP_DISABLED);
+      set_colgroup_active(COLGROUP_DISABLED);
       timer.start(IDLE_TIME);
       break;
     case THROWING:
       sprite->set_action("idle");
-      set_group(COLGROUP_DISABLED);
+      set_colgroup_active(COLGROUP_DISABLED);
       timer.start(THROW_TIME);
       throw_timer.start(THROW_INTERVAL);
       break;
     case POST_THROWING:
       sprite->set_action("idle");
-      set_group(COLGROUP_DISABLED);
+      set_colgroup_active(COLGROUP_DISABLED);
       timer.start(IDLE_TIME);
       break;
     case PEEKING:
       sprite->set_action("peeking", 1);
-      set_group(COLGROUP_STATIC);
+      set_colgroup_active(COLGROUP_STATIC);
       break;
     case DEAD:
       sprite->set_action("idle");
-      set_group(COLGROUP_DISABLED);
+      set_colgroup_active(COLGROUP_DISABLED);
       break;
   }
 
@@ -166,4 +179,3 @@ Mole::set_state(MoleState new_state)
 }
 
 IMPLEMENT_FACTORY(Mole, "mole")
-