changed yeti behaviour back to Matze's version (sorry, paroneayea)
[supertux.git] / src / badguy / nolok_01.cpp
index 4bbc14e..47e5589 100644 (file)
@@ -4,19 +4,20 @@
 #include "badguy/bouncing_snowball.h"
 #include "trigger/door.h"
 
-#define SHOOT_TIME 2.5
-#define IDLE_TIME 0.4
-#define JUMP_TIME 0.3
+#define WALK_TIME 2.5
+#define SHOOT_TIME 0.4
+#define JUMP_TIME 0.5
+#define INITIAL_HITPOINTS 3
+#define INITIAL_BULLET_HP 10
 
-static const float WALKSPEED = 80;
+static const float WALKSPEED = 90;
 
-//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs
-//      Can only be killed when jumping, no idea why
-Nolok_01::Nolok_01(LispReader& reader)
+//TODO: Create sprite, limit max number of snowballs
+Nolok_01::Nolok_01(const lisp::Lisp& reader)
 {
-  reader.read_float("x", start_position.x);
-  reader.read_float("y", start_position.y);
-  bbox.set_size(31.8, 31.8);
+  reader.get("x", start_position.x);
+  reader.get("y", start_position.y);
+  bbox.set_size(31.8, 63.8);
   sprite = sprite_manager->create("dummyguy");
 }
 
@@ -24,63 +25,87 @@ Nolok_01::Nolok_01(float pos_x, float pos_y)
 {
   start_position.x = pos_x;
   start_position.y = pos_y;
-  bbox.set_size(31.8, 31.8);
+  bbox.set_size(31.8, 63.8);
   sprite = sprite_manager->create("dummyguy");
 }
 
 void
-Nolok_01::write(LispWriter& writer)
+Nolok_01::write(lisp::Writer& writer)
 {
-  writer.start_list("nolok01");
+  writer.start_list("nolok_01");
 
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+  writer.write_float("x", start_position.x);
+  writer.write_float("y", start_position.y);
 
-  writer.end_list("nolok01");
+  writer.end_list("nolok_01");
 }
 
 void
 Nolok_01::activate()
 {
+  hitpoints = INITIAL_HITPOINTS;
+  bullet_hitpoints = INITIAL_BULLET_HP;
   physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
   sprite->set_action(dir == LEFT ? "left" : "right");
-  action_timer.start(SHOOT_TIME, true);
+  action = WALKING;
+  action_timer.start(WALK_TIME);
 }
 
 void
 Nolok_01::active_action(float elapsed_time)
 {
-   movement = physic.get_movement(elapsed_time);
    if (action_timer.check()) {
-      physic.set_velocity_y(700);
-      jump_timer.start(JUMP_TIME);
-   }
-   if (jump_timer.check()) {
-      sprite->set_action("throw");
-      idle_timer.start(IDLE_TIME);
-   }
-   if (idle_timer.check()) {
-      Sector::current()->add_object(new BouncingSnowball(get_pos().x-32, get_pos().y, LEFT));
-      Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y, RIGHT));
-      physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
-      sprite->set_action(dir == LEFT ? "left" : "right");
+     switch (action) {       
+       case WALKING:
+        {
+         sprite->set_action("jump");
+         physic.set_velocity_y(700);
+         action = JUMPING;
+         action_timer.start(JUMP_TIME);
+         break;
+        }
+       case JUMPING:
+       {
+        sprite->set_action("throw");
+        action = SHOOTING;
+        action_timer.start(SHOOT_TIME);
+        break;
+       }
+       case SHOOTING:
+       {
+        Sector::current()->add_object(new BouncingSnowball(get_pos().x - 64, get_pos().y, LEFT));
+        Sector::current()->add_object(new BouncingSnowball(get_pos().x + 64, get_pos().y, RIGHT));
+        physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
+        sprite->set_action(dir == LEFT ? "left" : "right");
+        action = WALKING;
+        action_timer.start(WALK_TIME);
+        break;
+       }
+     }
    }
+   movement = physic.get_movement(elapsed_time);
 }
 
 bool
 Nolok_01::collision_squished(Player& player)
 {
-  sprite->set_action("dead"); 
-  kill_squished(player);
-  Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
-  return true;
+  bool result = false;
+  player.bounce(*this);
+  if (hitpoints <= 0) {
+    bullet_hitpoints = 0;
+    sprite->set_action("dead"); 
+    kill_squished(player);
+    Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
+    result = true;
+  }
+  return result;
 }
 
 HitResponse
 Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
 {
-  if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
-    //physic.set_velocity_y(0);
+  if(fabsf(hit.normal.y) > .5){ // hit floor or roof?
+    if (action != JUMPING) physic.set_velocity_y(0);
   } else { // hit right or left
     dir = dir == LEFT ? RIGHT : LEFT;
     sprite->set_action(dir == LEFT ? "left" : "right");
@@ -90,3 +115,21 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
   return CONTINUE;
 }
 
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+  bullet_hitpoints--;
+  if (bullet_hitpoints <= 0) {
+   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);
+   Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
+  }
+  std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
+}
+
+IMPLEMENT_FACTORY(Nolok_01, "nolok_01")