Rolled back bomb to old behaviour, some bomb gfx tuning
[supertux.git] / src / badguy / yeti.cpp
index f358b79..1c03906 100644 (file)
@@ -59,7 +59,7 @@ Yeti::Yeti(const lisp::Lisp& reader)
   countMe = false;
   sound_manager->preload("sounds/yeti_gna.wav");
   sound_manager->preload("sounds/yeti_roar.wav");
-  draw_dead_script_hint = false;
+  hud_head.reset(new Surface("images/creatures/yeti/hudlife.png"));
 }
 
 Yeti::~Yeti()
@@ -67,7 +67,7 @@ Yeti::~Yeti()
 }
 
 void
-Yeti::activate()
+Yeti::initialize()
 {
   dir = RIGHT;
   jump_down();
@@ -80,10 +80,32 @@ Yeti::draw(DrawingContext& context)
   if(safe_timer.started() && size_t(game_time*40)%2)
     return;
 
+  draw_hit_points(context);
+
   BadGuy::draw(context);
 }
 
 void
+Yeti::draw_hit_points(DrawingContext& context)
+{
+  int i;
+
+  Surface *hh = hud_head.get();
+  if (!hh)
+    return;
+
+  context.push_transform();
+  context.set_translation(Vector(0, 0));
+
+  for (i = 0; i < hit_points; ++i)
+  {
+    context.draw_surface(hh, Vector(BORDER_X + (i * hh->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+  }
+
+  context.pop_transform();
+}
+
+void
 Yeti::active_update(float elapsed_time)
 {
   switch(state) {
@@ -197,7 +219,7 @@ void Yeti::take_hit(Player& )
 
     state = SQUISHED;
     state_timer.start(SQUISH_TIME);
-    set_group(COLGROUP_MOVING_ONLY_STATIC);
+    set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
     sprite->set_action("dead");
 
     if (countMe) Sector::current()->get_level()->stats.badguys++;
@@ -216,7 +238,7 @@ void
 Yeti::kill_fall()
 {
   // shooting bullets or being invincible won't work :)
-  take_hit(*get_nearest_player()); // FIXME: debug only(?)
+  //take_hit(*get_nearest_player()); // FIXME: debug only(?)
 }
 
 void
@@ -234,7 +256,7 @@ void
 Yeti::drop_stalactite()
 {
   // make a stalactite falling down and shake camera a bit
-  Sector::current()->camera->shake(.1, 0, 10);
+  Sector::current()->camera->shake(.1f, 0, 10);
 
   YetiStalactite* nearest = 0;
   float dist = FLT_MAX;