gave the Yeti hitpoints and Matze's angry roar :)
[supertux.git] / src / badguy / badguy.cpp
index b075dd1..d96ca3b 100644 (file)
@@ -1,7 +1,7 @@
 #include <config.h>
 
 #include "badguy.h"
-#include "camera.h"
+#include "object/camera.h"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
@@ -10,6 +10,8 @@ static const float Y_OFFSCREEN_DISTANCE = 1200;
 BadGuy::BadGuy()
   : sprite(0), dir(LEFT), state(STATE_INIT)
 {
+  //TODO: Count fireball hits separately so you can make badguys need more fireballs than jumps
+  hitpoints = 1;
 }
 
 BadGuy::~BadGuy()
@@ -97,7 +99,7 @@ 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);
@@ -131,8 +133,15 @@ BadGuy::collision_player(Player& player, const CollisionHit& hit)
     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)
+    hitpoints--;
     if(collision_squished(player))
       return ABORT_MOVE;
+    else if (hitpoints <= 0) {
+      player.kill(Player::SHRINK);
+      return FORCE_MOVE;
+    }
   }
   player.kill(Player::SHRINK);
   return FORCE_MOVE;
@@ -155,6 +164,7 @@ BadGuy::kill_squished(Player& player)
 {
   SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
       player.get_pos());
+  physic.enable_gravity(true);
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
@@ -164,11 +174,14 @@ BadGuy::kill_squished(Player& player)
 void
 BadGuy::kill_fall()
 {
-  SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
-      Sector::current()->player->get_pos());
-  physic.set_velocity_y(0);
-  physic.enable_gravity(true);
-  set_state(STATE_FALLING);
+  hitpoints--;
+  if (hitpoints <= 0) {
+    SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+       Sector::current()->player->get_pos());
+    physic.set_velocity_y(0);
+    physic.enable_gravity(true);
+    set_state(STATE_FALLING);
+  }
 }
 
 void
@@ -189,7 +202,7 @@ 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;