// 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 <float.h>
#include <sstream>
-#include "yeti.h"
-#include "object/camera.h"
-#include "yeti_stalactite.h"
-#include "bouncing_snowball.h"
-#include "scripting/script_interpreter.h"
+#include <memory>
+#include "yeti.hpp"
+#include "object/camera.hpp"
+#include "yeti_stalactite.hpp"
+#include "bouncing_snowball.hpp"
+#include "game_session.hpp"
+#include "scripting/script_interpreter.hpp"
static const float JUMP_VEL1 = 250;
static const float JUMP_VEL2 = 700;
reader.get("x", start_position.x);
reader.get("y", start_position.y);
bbox.set_size(80, 120);
- sprite = sprite_manager->create("yeti");
+ sprite = sprite_manager->create("images/creatures/yeti/yeti.sprite");
+ sprite->set_action("right");
state = INIT;
side = LEFT;
+#if 0
sound_manager->preload_sound("yeti_gna");
sound_manager->preload_sound("yeti_roar");
+#endif
hit_points = INITIAL_HITPOINTS;
reader.get("dead-script", dead_script);
+ countMe = false;
}
Yeti::~Yeti()
Yeti::draw(DrawingContext& context)
{
// we blink when we are safe
- if(safe_timer.started() && size_t(global_time*40)%2)
+ if(safe_timer.started() && size_t(game_time*40)%2)
return;
BadGuy::draw(context);
}
void
-Yeti::active_action(float elapsed_time)
+Yeti::active_update(float elapsed_time)
{
switch(state) {
case INIT:
case ANGRY_JUMPING:
if(timer.check()) {
// jump
- sound_manager->play_sound("yeti_gna");
+ sound_manager->play("sounds/yeti_gna.wav");
physic.set_velocity_y(JUMP_VEL1);
+ if (side == LEFT) // on the left, facing Tux who is on the right
+ sprite->set_action("jump-right");
+ else
+ sprite->set_action("jump-left");
}
break;
default:
Yeti::go_right()
{
// jump and move right
+ sprite->set_action("right");
physic.set_velocity_y(JUMP_VEL1);
physic.set_velocity_x(RUN_SPEED);
state = GO_RIGHT;
void
Yeti::go_left()
{
+ sprite->set_action("left");
physic.set_velocity_y(JUMP_VEL1);
physic.set_velocity_x(-RUN_SPEED);
state = GO_LEFT;
return true;
player.bounce(*this);
- sound_manager->play_sound("yeti_roar");
+ sound_manager->play("sounds/yeti_roar.wav");
hit_points--;
if(hit_points <= 0) {
sprite->set_action("dead");
// start script
if(dead_script != "") {
- try {
- ScriptInterpreter* interpreter
- = new ScriptInterpreter(Sector::current());
- std::istringstream in(dead_script);
- interpreter->load_script(in, "Yeti - dead-script");
- interpreter->start_script();
- Sector::current()->add_object(interpreter);
- } catch(std::exception& e) {
- std::cerr << "Couldn't execute yeti dead script: " << e.what() << "\n";
- }
+ ScriptInterpreter::add_script_object(Sector::current(),
+ "Yeti - dead-script", dead_script);
}
} else {
safe_timer.start(SAFE_TIME);
}
void
-Yeti::write(lisp::Writer& )
+Yeti::write(lisp::Writer& writer)
{
+ writer.start_list("yeti");
+
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+
+ if(dead_script != "") {
+ writer.write_string("dead-script", dead_script);
+ }
+
+ writer.end_list("yeti");
}
void
YetiStalactite* nearest = 0;
float dist = FLT_MAX;
+ Player* player = this->get_nearest_player();
+ if (!player) return;
+
Sector* sector = Sector::current();
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
if(stalactite && stalactite->is_hanging()) {
float sdist
- = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
+ = fabsf(stalactite->get_pos().x - player->get_pos().x);
if(sdist < dist) {
nearest = stalactite;
dist = sdist;
} else if(state == GO_LEFT && !timer.started()) {
side = LEFT;
summon_snowball();
+ sprite->set_action("stand-right");
angry_jumping();
} else if(state == GO_RIGHT && !timer.started()) {
side = RIGHT;
summon_snowball();
+ sprite->set_action("stand-left");
angry_jumping();
} else if(state == ANGRY_JUMPING) {
if(!timer.started()) {
// we just landed
+ if (side == LEFT) // standing on the left, facing Tux who is on the right
+ sprite->set_action("stand-right");
+ else
+ sprite->set_action("stand-left");
jumpcount++;
// make a stalactite falling down and shake camera a bit
Sector::current()->camera->shake(.1, 0, 10);