Fixed MrTree. He uses activate() to change direction which is now working again.
[supertux.git] / src / badguy / nolok_01.cpp
index b8499c5..b1e7c77 100644 (file)
@@ -1,48 +1,65 @@
+//  $Id$
+//
+//  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
-#define JUMP_TIME 0.3
+#define JUMP_TIME 0.5
+#define INITIAL_HITPOINTS 3
+#define INITIAL_BULLET_HP 10
 
 static const float WALKSPEED = 90;
 
-//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs
-//      Can only be killed when jumping, no idea why
-//      Stop actions when pause button is hit (probably a general problem of timers)
-Nolok_01::Nolok_01(LispReader& reader)
+//TODO: Create sprite, limit max number of snowballs
+Nolok_01::Nolok_01(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/nolok/nolok.sprite")
 {
-  reader.read_float("x", start_position.x);
-  reader.read_float("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
-Nolok_01::write(LispWriter& writer)
+Nolok_01::write(lisp::Writer& writer)
 {
-  writer.start_list("nolok01");
+  writer.start_list("nolok_01");
 
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+  writer.write_float("x", start_position.x);
+  writer.write_float("y", start_position.y);
 
-  writer.end_list("nolok01");
+  writer.end_list("nolok_01");
 }
 
 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;
@@ -50,38 +67,55 @@ Nolok_01::activate()
 }
 
 void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(float elapsed_time)
 {
-   movement = physic.get_movement(elapsed_time);
    if (action_timer.check()) {
-     if (action == WALKING) {
-        physic.set_velocity_y(700);
-        action = JUMPING;
-        action_timer.start(JUMP_TIME);
-     }
-     else if (action == JUMPING) {
+     switch (action) {       
+       case WALKING:
+        {
+         sprite->set_action("jump");
+         physic.set_velocity_y(-700);
+         action = JUMPING;
+         action_timer.start(JUMP_TIME);
+         break;
+        }
+       case JUMPING:
+       {
         sprite->set_action("throw");
         action = SHOOTING;
         action_timer.start(SHOOT_TIME);
-     }
-     else if (action == 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));
+        break;
+       }
+       case SHOOTING:
+       {
+        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;
         action_timer.start(WALK_TIME);
+        break;
+       }
      }
    }
+   movement = physic.get_movement(elapsed_time);
 }
 
 bool
 Nolok_01::collision_squished(Player& player)
 {
-  sprite->set_action("dead"); 
-  kill_squished(player);
-  Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
-  return true;
+  bool result = false;
+  player.bounce(*this);
+#if 0
+  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"));
+    result = true;
+  }
+#endif
+  return result;
 }
 
 HitResponse
@@ -98,3 +132,22 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
   return CONTINUE;
 }
 
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+#if 0
+  bullet_hitpoints--;
+  if (bullet_hitpoints <= 0) {
+   hitpoints = 0;
+   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"));
+  }
+#endif
+}
+
+IMPLEMENT_FACTORY(Nolok_01, "nolok_01")