fixed a bug in my last effects removal, improved the algo to determine if a badguy...
[supertux.git] / src / badguy / nolok_01.cpp
index b0798f4..045a507 100644 (file)
@@ -1,3 +1,23 @@
+//  $Id$
+// 
+//  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 "nolok_01.h"
@@ -43,8 +63,8 @@ Nolok_01::write(lisp::Writer& writer)
 void
 Nolok_01::activate()
 {
-  hitpoints = INITIAL_HITPOINTS;
-  bullet_hitpoints = INITIAL_BULLET_HP;
+  //hitpoints = INITIAL_HITPOINTS;
+  //bullet_hitpoints = INITIAL_BULLET_HP;
   physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
   sprite->set_action(dir == LEFT ? "left" : "right");
   action = WALKING;
@@ -91,6 +111,7 @@ Nolok_01::collision_squished(Player& player)
 {
   bool result = false;
   player.bounce(*this);
+#if 0
   if (hitpoints <= 0) {
     bullet_hitpoints = 0;
     sprite->set_action("dead"); 
@@ -98,6 +119,7 @@ Nolok_01::collision_squished(Player& player)
     Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
     result = true;
   }
+#endif
   return result;
 }
 
@@ -119,17 +141,18 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
 void
 Nolok_01::kill_fall()
 {
+#if 0
   bullet_hitpoints--;
   if (bullet_hitpoints <= 0) {
    hitpoints = 0;
-   SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
-         Sector::current()->player->get_pos());
+   sound_manager->play_sound("fall", this,
+                             Sector::current()->player->get_pos());
    physic.set_velocity_y(0);
    physic.enable_gravity(true);
    set_state(STATE_FALLING);
    Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
   }
-  std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
+#endif
 }
 
 IMPLEMENT_FACTORY(Nolok_01, "nolok_01")