pbad->base.width = 32;
pbad->base.height = 32;
pbad->mode = NORMAL;
- pbad->dying = NO;
+ pbad->dying = DYING_NOT;
pbad->kind = kind;
pbad->base.x = x;
pbad->base.y = y;
pbad->base.ym = 4.8;
pbad->old_base = pbad->base;
pbad->dir = LEFT;
- pbad->seen = NO;
- timer_init(&pbad->timer,YES);
+ pbad->seen = false;
+ timer_init(&pbad->timer, true);
physic_init(&pbad->physic);
}
/* --- BLUE SCREEN OF DEATH MONSTER: --- */
/* Move left/right: */
-
- if (pbad->dying == NO ||
- pbad->dying == FALLING)
+ if (pbad->dying == DYING_NOT ||
+ pbad->dying == DYING_FALLING)
{
if (pbad->dir == RIGHT)
pbad->base.x = pbad->base.x + pbad->base.xm * frame_ratio;
pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
collision_swept_object_map(&pbad->old_base,&pbad->base);
if (pbad->base.y > screen->h)
bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
/* Fall if we get off the ground: */
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
{
if (!issolid(pbad->base.x+16, pbad->base.y + 32))
{
if (pbad->mode == NORMAL || pbad->mode == KICK)
{
- if (pbad->dying == NO ||
- pbad->dying == FALLING)
+ if (pbad->dying == DYING_NOT ||
+ pbad->dying == DYING_FALLING)
{
if (pbad->dir == RIGHT)
pbad->base.x = pbad->base.x + pbad->base.xm * frame_ratio;
if(pbad->mode != HELD)
pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
collision_swept_object_map(&pbad->old_base,&pbad->base);
if (pbad->base.y > screen->h)
bad_guys.erase(static_cast<std::vector<bad_guy_type>::iterator>(pbad));
/* Fall if we get off the ground: */
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
{
if (!issolid(pbad->base.x+16, pbad->base.y + 32))
{
pbad->base.y = pbad->base.y + pbad->base.ym * frame_ratio;
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
collision_swept_object_map(&pbad->old_base,&pbad->base);
if (pbad->base.y > screen->h)
physic_set_start_vy(&pbad->physic,0.);
}
- if (pbad->dying != FALLING)
+ if (pbad->dying != DYING_FALLING)
{
if(issolid(pbad->base.x, pbad->base.y + 32))
{
/* Handle dying timer: */
- if (pbad->dying == SQUISHED)
+ if (pbad->dying == DYING_SQUISHED)
{
/* Remove it if time's up: */
if(!timer_check(&pbad->timer))
/* Once it's on screen, it's activated! */
if (pbad->base.x <= scroll_x + screen->w + OFFSCREEN_DISTANCE)
- pbad->seen = YES;
+ pbad->seen = true;
}
/*}*/
}
{
/* --- BLUE SCREEN OF DEATH MONSTER: --- */
- if (pbad->dying == NO)
+ if (pbad->dying == DYING_NOT)
{
/* Alive: */
NO_UPDATE);
}
}
- else if (pbad->dying == FALLING)
+ else if (pbad->dying == DYING_FALLING)
{
/* Falling: */
NO_UPDATE);
}
}
- else if (pbad->dying == SQUISHED)
+ else if (pbad->dying == DYING_SQUISHED)
{
/* Dying - Squished: */
{
/* --- LAPTOP MONSTER: --- */
- if (pbad->dying == NO)
+ if (pbad->dying == DYING_NOT)
{
/* Alive: */
}
}
}
- else if (pbad->dying == FALLING)
+ else if (pbad->dying == DYING_FALLING)
{
/* Falling: */
switch (c_object)
{
case CO_BULLET:
- pbad->dying = FALLING;
+ pbad->dying = DYING_FALLING;
pbad->base.ym = -8;
/* Gain some points: */
/* We're in kick mode, kill the other guy
and yourself(wuahaha) : */
- pbad_c->dying = FALLING;
+ pbad_c->dying = DYING_FALLING;
pbad_c->base.ym = -8;
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
add_score(pbad->base.x - scroll_x,
pbad->base.y, 100);
- pbad_c->dying = FALLING;
+ pbad_c->dying = DYING_FALLING;
- pbad->dying = FALLING;
+ pbad->dying = DYING_FALLING;
pbad->base.ym = -8;
add_score(pbad_c->base.x - scroll_x,
{
if (pbad->kind == BAD_BSOD)
{
- pbad->dying = SQUISHED;
+ pbad->dying = DYING_SQUISHED;
timer_start(&pbad->timer,4000);
physic_set_state(&pplayer_c->vphysic,PH_VT);
physic_set_start_vy(&pplayer_c->vphysic,2.);