Fixed MrTree. He uses activate() to change direction which is now working again.
[supertux.git] / src / badguy / nolok_01.cpp
index 47e5589..b1e7c77 100644 (file)
@@ -1,8 +1,27 @@
+//  $Id$
+//
+//  SuperTux
+//  Copyright (C) 2006 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"
-#include "badguy/bouncing_snowball.h"
-#include "trigger/door.h"
+#include "nolok_01.hpp"
+#include "badguy/snail.hpp"
+#include "trigger/door.hpp"
 
 #define WALK_TIME 2.5
 #define SHOOT_TIME 0.4
@@ -14,19 +33,15 @@ static const float WALKSPEED = 90;
 
 //TODO: Create sprite, limit max number of snowballs
 Nolok_01::Nolok_01(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/nolok/nolok.sprite")
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  bbox.set_size(31.8, 63.8);
-  sprite = sprite_manager->create("dummyguy");
+  countMe = false;
 }
 
-Nolok_01::Nolok_01(float pos_x, float pos_y)
+Nolok_01::Nolok_01(const Vector& pos)
+       : BadGuy(pos, "images/creatures/nolok/nolok.sprite")
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  bbox.set_size(31.8, 63.8);
-  sprite = sprite_manager->create("dummyguy");
+  countMe = false;
 }
 
 void
@@ -43,8 +58,8 @@ 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;
@@ -52,14 +67,14 @@ Nolok_01::activate()
 }
 
 void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(float elapsed_time)
 {
    if (action_timer.check()) {
      switch (action) {       
        case WALKING:
         {
          sprite->set_action("jump");
-         physic.set_velocity_y(700);
+         physic.set_velocity_y(-700);
          action = JUMPING;
          action_timer.start(JUMP_TIME);
          break;
@@ -73,8 +88,8 @@ Nolok_01::active_action(float elapsed_time)
        }
        case SHOOTING:
        {
-        Sector::current()->add_object(new BouncingSnowball(get_pos().x - 64, get_pos().y, LEFT));
-        Sector::current()->add_object(new BouncingSnowball(get_pos().x + 64, get_pos().y, RIGHT));
+        Sector::current()->add_object(new Snail(Vector(get_pos().x - 64, get_pos().y), LEFT));
+        Sector::current()->add_object(new Snail(Vector(get_pos().x + 64, get_pos().y), RIGHT));
         physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
         sprite->set_action(dir == LEFT ? "left" : "right");
         action = WALKING;
@@ -91,6 +106,7 @@ 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 +114,7 @@ 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 +136,18 @@ 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("sounds/fall.wav", this,
+                             this->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 << ", BULLET HP: " << bullet_hitpoints << std::endl;
+#endif
 }
 
 IMPLEMENT_FACTORY(Nolok_01, "nolok_01")