Getting rid of nasty tabs
[supertux.git] / src / badguy / skullyhop.cpp
index fb12d75..6de656e 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  SkullyHop - A Hopping Skull
-//  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+//  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 namespace {
   const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
   const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
-  const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
-  const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
+  const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */
+  const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */
+  static const std::string HOP_SOUND = "sounds/hop.ogg";
 }
 
 SkullyHop::SkullyHop(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
+        : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  has_initial_direction = false;
+  sound_manager->preload( HOP_SOUND );
 }
 
 SkullyHop::SkullyHop(const Vector& pos, Direction d)
-       : BadGuy(pos, "images/creatures/skullyhop/skullyhop.sprite")
+        : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  has_initial_direction = true;
-  initial_direction = d;
+  sound_manager->preload( HOP_SOUND );
 }
 
 void
@@ -52,10 +52,8 @@ SkullyHop::write(lisp::Writer& writer)
 }
 
 void
-SkullyHop::activate()
+SkullyHop::initialize()
 {
-  if (has_initial_direction) dir = initial_direction;
-
   // initial state is JUMPING, because we might start airborne
   state = JUMPING;
   sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
@@ -79,50 +77,56 @@ SkullyHop::set_state(SkullyHopState newState)
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
     physic.set_velocity_y(VERTICAL_SPEED);
+    sound_manager->play( HOP_SOUND, get_pos());
   }
 
   state = newState;
 }
 
 bool
-SkullyHop::collision_squished(Player& player)
+SkullyHop::collision_squished(GameObject& object)
 {
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-  kill_squished(player);
+  kill_squished(object);
   return true;
 }
 
-HitResponse
-SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SkullyHop::collision_solid(const CollisionHit& hit)
 {
+  // just default behaviour (i.e. stop at floor/walls) when squished
+  if (BadGuy::get_state() == STATE_SQUISHED) {
+    BadGuy::collision_solid(hit);
+  }
+
   // ignore collisions while standing still
-  if(state != JUMPING) return CONTINUE;
+  if(state != JUMPING)
+    return;
 
   // check if we hit the floor while falling
-  if ((hit.normal.y < 0) && (physic.get_velocity_y() > 0)) {
+  if(hit.bottom && physic.get_velocity_y() > 0 ) {
     set_state(STANDING);
   }
-
   // check if we hit the roof while climbing
-  if ((hit.normal.y > 0) && (physic.get_velocity_y() < 0)) { 
+  if(hit.top) {
     physic.set_velocity_y(0);
   }
 
   // check if we hit left or right while moving in either direction
-  if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
+  if(hit.left || hit.right) {
     dir = dir == LEFT ? RIGHT : LEFT;
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(-0.25*physic.get_velocity_x());
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
+SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit)
 {
   // behaviour for badguy collisions is the same as for collisions with solids
-  return collision_solid(badguy, hit);
+  collision_solid(hit);
+
+  return CONTINUE;
 }
 
 void
@@ -140,7 +144,7 @@ SkullyHop::active_update(float elapsed_time)
   if ((state == CHARGING) && (sprite->animation_done())) {
     set_state(JUMPING);
     return;
-  } 
+  }
 }
 
 IMPLEMENT_FACTORY(SkullyHop, "skullyhop")