converted all sound files to .ogg (to avoid problems with different sampling rates...
[supertux.git] / src / badguy / badguy.cpp
index 3754414..65b2997 100644 (file)
@@ -1,14 +1,34 @@
+//  $Id$
+// 
+//  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 "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)
 {
 }
 
@@ -24,12 +44,18 @@ BadGuy::draw(DrawingContext& context)
     return;
   if(state == STATE_INIT || state == STATE_INACTIVE)
     return;
-    
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if(state == STATE_FALLING) {
+    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();
@@ -41,11 +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:
@@ -72,13 +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 elapsed_time)
+BadGuy::inactive_update(float )
 {
 }
 
@@ -94,7 +120,7 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
         return collision_solid(other, hit);
 
       BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
-      if(badguy)
+      if(badguy && badguy->state == STATE_ACTIVE)
         return collision_badguy(*badguy, hit);
 
       Player* player = dynamic_cast<Player*> (&other);
@@ -115,34 +141,39 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit)
 }
 
 HitResponse
-BadGuy::collision_solid(GameObject& other, const CollisionHit& hit)
+BadGuy::collision_solid(GameObject& , const CollisionHit& )
 {
   return FORCE_MOVE;
 }
 
 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) {
-    if(collision_squished(player))
-      return ABORT_MOVE;
+  // 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;
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
 }
 
 HitResponse
-BadGuy::collision_badguy(BadGuy& other, const CollisionHit& hit)
+BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
 {
   return FORCE_MOVE;
 }
 
 bool
-BadGuy::collision_squished(Player& player)
+BadGuy::collision_squished(Player& )
 {
   return false;
 }
@@ -150,21 +181,23 @@ BadGuy::collision_squished(Player& 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()
 {
+  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);
-  remove_me();
 }
 
 void
@@ -185,11 +218,14 @@ BadGuy::set_state(State state)
       break;
     case STATE_INACTIVE:
       // was the badguy dead anyway?
-      if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
+      if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) {
         remove_me();
       }
       flags |= FLAG_NO_COLLDET;
       break;
+    case STATE_FALLING:
+      flags |= FLAG_NO_COLLDET;
+      break;
     default:
       break;
   }