Fixed creating level-subset again.
[supertux.git] / src / badguy.cpp
index 9a2faef..5e33158 100644 (file)
@@ -193,15 +193,17 @@ BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
   }
 
   // if we're in a solid tile at start correct that now
-  if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) {
-    printf("Warning: badguy started in wall!.\n");
-    while(collision_object_map(base))
-      --base.y;
-  }
+  if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base)) 
+    {
+      std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind) 
+                << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+      while(collision_object_map(base))
+        --base.y;
+    }
 }
 
 void
-BadGuy::action_mriceblock(float frame_ratio)
+BadGuy::action_mriceblock(double frame_ratio)
 {
   Player& tux = *World::current()->get_tux();
 
@@ -345,11 +347,16 @@ BadGuy::fall()
               if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
                            base.y + base.height))
                 {
-                  physic.set_velocity_x(-physic.get_velocity_x());
                   if (dir == LEFT)
+                  {
                     dir = RIGHT;
+                    physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+                  } 
                   else
+                  {
                     dir = LEFT;
+                    physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+                  }
                 }
             }
         }
@@ -367,14 +374,17 @@ BadGuy::remove_me()
 }
 
 void
-BadGuy::action_jumpy(float frame_ratio)
+BadGuy::action_jumpy(double frame_ratio)
 {
-  if (fabsf(physic.get_velocity_y()) < 2.5f)
+  const float vy = physic.get_velocity_y();
+
+  // XXX: These tests *should* use location from ground, not velocity
+  if (fabsf(vy) > 5.6f)
+    set_sprite(img_jumpy_left_down, img_jumpy_left_down);
+  else if (fabsf(vy) > 5.3f)
     set_sprite(img_jumpy_left_middle, img_jumpy_left_middle);
-  else if (physic.get_velocity_y() < 0)
+  else
     set_sprite(img_jumpy_left_up, img_jumpy_left_up);
-  else 
-    set_sprite(img_jumpy_left_down, img_jumpy_left_down);
 
   Player& tux = *World::current()->get_tux();
 
@@ -407,7 +417,7 @@ BadGuy::action_jumpy(float frame_ratio)
 }
 
 void
-BadGuy::action_mrbomb(float frame_ratio)
+BadGuy::action_mrbomb(double frame_ratio)
 {
   if (dying == DYING_NOT)
     check_horizontal_bump(true);
@@ -420,7 +430,7 @@ BadGuy::action_mrbomb(float frame_ratio)
 }
 
 void
-BadGuy::action_bomb(float frame_ratio)
+BadGuy::action_bomb(double frame_ratio)
 {
   static const int TICKINGTIME = 1000;
   static const int EXPLODETIME = 1000;
@@ -457,7 +467,7 @@ BadGuy::action_bomb(float frame_ratio)
 }
 
 void
-BadGuy::action_stalactite(float frame_ratio)
+BadGuy::action_stalactite(double frame_ratio)
 {
   Player& tux = *World::current()->get_tux();
 
@@ -499,7 +509,7 @@ BadGuy::action_stalactite(float frame_ratio)
 }
 
 void
-BadGuy::action_flame(float frame_ratio)
+BadGuy::action_flame(double frame_ratio)
 {
     static const float radius = 100;
     static const float speed = 0.02;
@@ -510,7 +520,7 @@ BadGuy::action_flame(float frame_ratio)
 }
 
 void
-BadGuy::action_fish(float frame_ratio)
+BadGuy::action_fish(double frame_ratio)
 {
   static const float JUMPV = 6;
   static const int WAITTIME = 1000;
@@ -543,7 +553,7 @@ BadGuy::action_fish(float frame_ratio)
 }
 
 void
-BadGuy::action_bouncingsnowball(float frame_ratio)
+BadGuy::action_bouncingsnowball(double frame_ratio)
 {
   static const float JUMPV = 4.5;
     
@@ -577,7 +587,7 @@ BadGuy::action_bouncingsnowball(float frame_ratio)
 }
 
 void
-BadGuy::action_flyingsnowball(float frame_ratio)
+BadGuy::action_flyingsnowball(double frame_ratio)
 {
   static const float FLYINGSPEED = 1;
   static const int DIRCHANGETIME = 1000;
@@ -617,7 +627,7 @@ BadGuy::action_flyingsnowball(float frame_ratio)
 }
 
 void
-BadGuy::action_spiky(float frame_ratio)
+BadGuy::action_spiky(double frame_ratio)
 {
   if (dying == DYING_NOT)
     check_horizontal_bump();
@@ -638,7 +648,7 @@ BadGuy::action_spiky(float frame_ratio)
 }
 
 void
-BadGuy::action_snowball(float frame_ratio)
+BadGuy::action_snowball(double frame_ratio)
 {
   if (dying == DYING_NOT)
     check_horizontal_bump();
@@ -651,7 +661,7 @@ BadGuy::action_snowball(float frame_ratio)
 }
 
 void
-BadGuy::action(float frame_ratio)
+BadGuy::action(double frame_ratio)
 {
   // Remove if it's far off the screen:
   if (base.x < scroll_x - OFFSCREEN_DISTANCE)
@@ -718,6 +728,8 @@ BadGuy::action(float frame_ratio)
     case BAD_SNOWBALL:
       action_snowball(frame_ratio);
       break;
+    default:
+      break;
     }
 }
 
@@ -778,9 +790,11 @@ void
 BadGuy::bump()
 {
   // these can't be bumped
-  if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH)
+  if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
+      || kind == BAD_FLYINGSNOWBALL)
     return;
-  
+
+  physic.set_velocity_y(3);
   kill_me(25);
 }
 
@@ -906,7 +920,6 @@ BadGuy::kill_me(int score)
   }
   
   physic.enable_gravity(true);
-  physic.set_velocity_y(0);
 
   /* Gain some points: */
     World::current()->add_score(base.x - scroll_x, base.y,
@@ -989,16 +1002,18 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         // Bounce off of other badguy if we land on top of him
         if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
         {
-          Direction old_dir = dir;
           if (pbad_c->dir == LEFT)
+          {
             dir = RIGHT;
+            physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
+          }
           else if (pbad_c->dir == RIGHT)
+          {
             dir = LEFT;
+            physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
+          }
 
-          if (dir != old_dir)
-            physic.inverse_velocity_x();
 
-          physic.set_velocity(fabs(physic.get_velocity_x()), 2);
 
           break;
         }
@@ -1007,12 +1022,17 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
 
         if (pbad_c->kind != BAD_FLAME)
           {
-          if (dir == LEFT)
-            dir = RIGHT;
-          else if (dir == RIGHT)
-            dir = LEFT;
-        
-          physic.inverse_velocity_x();
+            if (dir == LEFT)
+            {
+              dir = RIGHT;
+              physic.set_velocity_x(fabsf(physic.get_velocity_x()));
+            }
+            else if (dir == RIGHT)
+            {
+              dir = LEFT;
+              physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
+            }
+
           }
       }