fixed a bug, added some debug messages
[supertux.git] / src / badguy / nolok_01.cpp
index 7d66504..b0798f4 100644 (file)
@@ -8,11 +8,11 @@
 #define SHOOT_TIME 0.4
 #define JUMP_TIME 0.5
 #define INITIAL_HITPOINTS 3
+#define INITIAL_BULLET_HP 10
 
 static const float WALKSPEED = 90;
 
 //TODO: Create sprite, limit max number of snowballs
-//      Stop actions when pause button is hit (probably a general problem of timers)
 Nolok_01::Nolok_01(const lisp::Lisp& reader)
 {
   reader.get("x", start_position.x);
@@ -44,6 +44,7 @@ void
 Nolok_01::activate()
 {
   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 +92,7 @@ Nolok_01::collision_squished(Player& player)
   bool result = false;
   player.bounce(*this);
   if (hitpoints <= 0) {
+    bullet_hitpoints = 0;
     sprite->set_action("dead"); 
     kill_squished(player);
     Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
@@ -113,4 +115,21 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
   return CONTINUE;
 }
 
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+  bullet_hitpoints--;
+  if (bullet_hitpoints <= 0) {
+   hitpoints = 0;
+   SoundManager::get()->play_sound(IDToSound(SND_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;
+}
+
 IMPLEMENT_FACTORY(Nolok_01, "nolok_01")