converted all sound files to .ogg (to avoid problems with different sampling rates...
[supertux.git] / src / badguy / badguy.cpp
index 0b80172..65b2997 100644 (file)
@@ -1,16 +1,35 @@
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  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 "badguy.h"
-#include "object/camera.h"
+#include "badguy.hpp"
+#include "object/camera.hpp"
+#include "statistics.hpp"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : sprite(0), dir(LEFT), state(STATE_INIT)
+  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
 {
-  hitpoints = 1;
 }
 
 BadGuy::~BadGuy()
@@ -26,14 +45,17 @@ BadGuy::draw(DrawingContext& context)
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
   if(state == STATE_FALLING) {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+    uint32_t old_effect = context.get_drawing_effect();
+    context.set_drawing_effect(old_effect | VERTICAL_FLIP);
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    context.set_drawing_effect(old_effect);
   } else {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }
 }
 
 void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
 {
   if(!Sector::current()->inside(bbox)) {
     remove_me();
@@ -45,11 +67,11 @@ BadGuy::action(float elapsed_time)
   
   switch(state) {
     case STATE_ACTIVE:
-      active_action(elapsed_time);
+      active_update(elapsed_time);
       break;
     case STATE_INIT:
     case STATE_INACTIVE:
-      inactive_action(elapsed_time);
+      inactive_update(elapsed_time);
       try_activate();
       break;
     case STATE_SQUISHED:
@@ -76,13 +98,13 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::active_action(float elapsed_time)
+BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
 }
 
 void
-BadGuy::inactive_action(float )
+BadGuy::inactive_update(float )
 {
 }
 
@@ -125,24 +147,20 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& )
 }
 
 HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
 {
   if(player.is_invincible()) {
     kill_fall();
     return ABORT_MOVE;
   }
-  if(hit.normal.y > .9) {
-    //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
-    //      give badguys some invincible time (prevent them from being hit multiple times)
-    //      use hitpoints also when hit by fireball or invincible tux
-    hitpoints--;
-    std::cout << "Hitpoints: " << hitpoints << std::endl;
-    if(collision_squished(player))
-      return ABORT_MOVE;
-    else if (hitpoints <= 0) {
+  // hit from above?
+  if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
+      (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+    // if it's not is it possible to squish us, then this will hurt
+    if(!collision_squished(player))
       player.kill(Player::SHRINK);
-      return FORCE_MOVE;
-    }
+
+    return FORCE_MOVE;
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
@@ -163,20 +181,20 @@ BadGuy::collision_squished(Player& )
 void
 BadGuy::kill_squished(Player& player)
 {
-  SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
-      player.get_pos());
+  sound_manager->play("sounds/squish.ogg", get_pos());
   physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   player.bounce(*this);
 }
 
 void
 BadGuy::kill_fall()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
-      Sector::current()->player->get_pos());
+  sound_manager->play("sounds/fall.ogg", get_pos());
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   physic.set_velocity_y(0);
   physic.enable_gravity(true);
   set_state(STATE_FALLING);