changed yeti behaviour back to Matze's version (sorry, paroneayea)
[supertux.git] / src / badguy / nolok_01.cpp
index ac3a8e1..47e5589 100644 (file)
@@ -7,11 +7,12 @@
 #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 = 90;
 
-//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs
-//      Stop actions when pause button is hit (probably a general problem of timers)
+//TODO: Create sprite, limit max number of snowballs
 Nolok_01::Nolok_01(const lisp::Lisp& reader)
 {
   reader.get("x", start_position.x);
@@ -31,17 +32,19 @@ Nolok_01::Nolok_01(float pos_x, float pos_y)
 void
 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 = WALKING;
@@ -86,10 +89,16 @@ Nolok_01::active_action(float 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
@@ -106,3 +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")