fix tiles being 1 pixel off their correct position
[supertux.git] / src / badguy.cpp
index b7879b5..87ef1b7 100644 (file)
 #include "globals.h"
 #include "defines.h"
 #include "badguy.h"
-#include "scene.h"
-#include "screen.h"
-#include "world.h"
 #include "tile.h"
 #include "resources.h"
 #include "sprite_manager.h"
-#include "gameloop.h"
-#include "display_manager.h"
-#include "lispwriter.h"
+#include "world.h"
 #include "camera.h"
+#include "lispwriter.h"
+#include "level.h"
 
 Sprite* img_mriceblock_flat_left;
 Sprite* img_mriceblock_flat_right;
@@ -158,12 +155,9 @@ std::string badguykind_to_string(BadGuyKind kind)
     }
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    LispReader& lispreader)
+BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
   : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
   lispreader.read_float("x", &start_position.x);
   lispreader.read_float("y", &start_position.y);
 
@@ -175,11 +169,9 @@ BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
   init();
 }
 
-BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
-    float x, float y)
+BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
+  : removable(false), squishcount(0)
 {
-  display_manager.add_drawable(this, LAYER_OBJECTS);
-
   start_position.x = x;
   start_position.y = y;
   stay_on_platform = false;
@@ -662,8 +654,9 @@ BadGuy::action_fish(double elapsed_time)
   static const int WAITTIME = 1000;
     
   // go in wait mode when back in water
-  if(dying == DYING_NOT && gettile(base.x, base.y+ base.height)->water
-        && physic.get_velocity_y() <= 0 && mode == NORMAL)
+  if(dying == DYING_NOT 
+      && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+      && physic.get_velocity_y() <= 0 && mode == NORMAL)
     {
       mode = FISH_WAIT;
       set_sprite(0, 0);
@@ -834,11 +827,29 @@ BadGuy::action_wingling(double elapsed_time)
 void
 BadGuy::action_walkingtree(double elapsed_time)
 {
+  Player& tux = *World::current()->get_tux();
+  Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
+
   if (dying == DYING_NOT)
     check_horizontal_bump();
 
   fall();
 
+  if (mode == BGM_BIG)
+  {
+    if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
+    {
+      dir = RIGHT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+    else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
+    {
+      dir = LEFT;
+      physic.set_velocity_x(-physic.get_velocity_x());
+    }
+  }
+  
+
   physic.apply(elapsed_time, base.x, base.y);
   if (dying != DYING_FALLING)
     collision_swept_object_map(&old_base,&base);
@@ -848,7 +859,6 @@ BadGuy::action_walkingtree(double elapsed_time)
     remove_me();
 }
 
-
 void
 BadGuy::action(float elapsed_time)
 {
@@ -963,24 +973,24 @@ BadGuy::action(float elapsed_time)
 }
 
 void
-BadGuy::draw(Camera& viewport, int)
+BadGuy::draw(DrawingContext& context)
 {
-  float scroll_x = viewport.get_translation().x;
-  float scroll_y = viewport.get_translation().y;
-
-  // Don't try to draw stuff that is outside of the screen
-  if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
+  Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
+  if(sprite == 0)
     return;
-  
-  if(sprite_left == 0 || sprite_right == 0)
-    {
-      return;
-    }
 
+  sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
+#if 0
   Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
-  sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
+  if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
+    sprite->draw(viewport.world2screen(Vector(base.x, base.y)), SD_VERTICAL_FLIP);
+  else
+    sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
+#endif
 
-  if (debug_mode)
+  float scroll_x = context.get_translation().x;
+  float scroll_y = context.get_translation().y;
+  if(debug_mode)
     fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
 }
 
@@ -1059,7 +1069,7 @@ BadGuy::squish(Player* player)
     
   if(kind == BAD_MRBOMB) {
     // mrbomb transforms into a bomb now
-    explode();
+    explode(false);
     
     make_player_jump(player);
     World::current()->add_score(Vector(base.x, base.y),
@@ -1140,12 +1150,11 @@ BadGuy::squish(Player* player)
     if (mode == BGM_BIG)
     {
       set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
-      physic.set_velocity_x(physic.get_velocity_x() * 1.1);
+      physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
       // XXX magic number: 66 is BGM_BIG height
-      base.y += 66 - base.height;
 
-      player->base.y = base.y - player->base.height - 2;
       make_player_jump(player);
+      base.y += 66 - base.height;
              
       World::current()->add_score(Vector(base.x, base.y),
                                 25 * player_status.score_multiplier);
@@ -1156,8 +1165,6 @@ BadGuy::squish(Player* player)
     else
       squish_me(player);
   }
-    
-  
 }
 
 void
@@ -1188,9 +1195,15 @@ BadGuy::kill_me(int score)
 }
 
 void
-BadGuy::explode()
+BadGuy::explode(bool right_way)
 {
-  World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  BadGuy *badguy = World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+  if(right_way)
+    {
+    badguy->timer.start(0);
+    badguy->mode = BOMB_TICKING;
+    }
+
   remove_me();
 }
 
@@ -1261,7 +1274,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(true);
           return;
         }
         else if (pbad_c->kind != BAD_MRBOMB)
@@ -1276,7 +1289,7 @@ BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
         if (pbad_c->kind == BAD_MRBOMB)
         {
           // mrbomb transforms into a bomb now
-          pbad_c->explode();
+          pbad_c->explode(false);
           return;
         }
         else