Getting rid of nasty tabs
[supertux.git] / src / badguy / yeti.cpp
index 438b5b5..2eca07e 100644 (file)
@@ -53,13 +53,13 @@ namespace {
 }
 
 Yeti::Yeti(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
+  : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
 {
   hit_points = INITIAL_HITPOINTS;
-  reader.get("dead-script", dead_script);
   countMe = false;
   sound_manager->preload("sounds/yeti_gna.wav");
   sound_manager->preload("sounds/yeti_roar.wav");
+  hud_head.reset(new Surface("images/creatures/yeti/hudlife.png"));
 }
 
 Yeti::~Yeti()
@@ -67,7 +67,7 @@ Yeti::~Yeti()
 }
 
 void
-Yeti::activate()
+Yeti::initialize()
 {
   dir = RIGHT;
   jump_down();
@@ -80,28 +80,50 @@ Yeti::draw(DrawingContext& context)
   if(safe_timer.started() && size_t(game_time*40)%2)
     return;
 
+  draw_hit_points(context);
+
   BadGuy::draw(context);
 }
 
 void
+Yeti::draw_hit_points(DrawingContext& context)
+{
+  int i;
+
+  Surface *hh = hud_head.get();
+  if (!hh)
+    return;
+
+  context.push_transform();
+  context.set_translation(Vector(0, 0));
+
+  for (i = 0; i < hit_points; ++i)
+  {
+    context.draw_surface(hh, Vector(BORDER_X + (i * hh->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+  }
+
+  context.pop_transform();
+}
+
+void
 Yeti::active_update(float elapsed_time)
 {
   switch(state) {
     case JUMP_DOWN:
-      physic.vx = (dir==RIGHT?JUMP_DOWN_VX:-JUMP_DOWN_VX);
+      physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
       break;
     case RUN:
-      physic.vx = (dir==RIGHT?RUN_VX:-RUN_VX);
+      physic.set_velocity_x((dir==RIGHT)?+RUN_VX:-RUN_VX);
       if (((dir == RIGHT) && (get_pos().x >= RIGHT_JUMP_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_JUMP_X))) jump_up();
       break;
     case JUMP_UP:
-      physic.vx = (dir==RIGHT?JUMP_UP_VX:-JUMP_UP_VX);
+      physic.set_velocity_x((dir==RIGHT)?+JUMP_UP_VX:-JUMP_UP_VX);
       if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
       break;
     case BE_ANGRY:
       if(state_timer.check()) {
         sound_manager->play("sounds/yeti_gna.wav");
-        physic.vy = STOMP_VY;
+        physic.set_velocity_y(STOMP_VY);
         sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
       }
       break;
@@ -119,8 +141,8 @@ void
 Yeti::jump_down()
 {
   sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
-  physic.vx = (dir==RIGHT?JUMP_DOWN_VX:-JUMP_DOWN_VX);
-  physic.vy = JUMP_DOWN_VY;
+  physic.set_velocity_x((dir==RIGHT)?(+JUMP_DOWN_VX):(-JUMP_DOWN_VX));
+  physic.set_velocity_y(JUMP_DOWN_VY);
   state = JUMP_DOWN;
 }
 
@@ -128,8 +150,8 @@ void
 Yeti::run()
 {
   sprite->set_action((dir==RIGHT)?"run-right":"run-left");
-  physic.vx = (dir==RIGHT?RUN_VX:-RUN_VX);
-  physic.vy = 0;
+  physic.set_velocity_x((dir==RIGHT)?(+RUN_VX):(-RUN_VX));
+  physic.set_velocity_y(0);
   state = RUN;
 }
 
@@ -137,8 +159,8 @@ void
 Yeti::jump_up()
 {
   sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
-  physic.vx = (dir==RIGHT?JUMP_UP_VX:-JUMP_UP_VX);
-  physic.vy = JUMP_UP_VY;
+  physic.set_velocity_x((dir==RIGHT)?(+JUMP_UP_VX):(-JUMP_UP_VX));
+  physic.set_velocity_y(JUMP_UP_VY);
   state = JUMP_UP;
 }
 
@@ -149,8 +171,8 @@ Yeti::be_angry()
   dir = (dir==RIGHT)?LEFT:RIGHT;
 
   sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
-  physic.vx = 0;
-  physic.vy = 0;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
   if (hit_points < INITIAL_HITPOINTS) summon_snowball();
   stomp_count = 0;
   state = BE_ANGRY;
@@ -191,18 +213,17 @@ void Yeti::take_hit(Player& )
 
   if(hit_points <= 0) {
     // We're dead
-    physic.gravity_enabled = true;
-    physic.vx = 0;
-    physic.vy = 0;
+    physic.enable_gravity(true);
+    physic.set_velocity_x(0);
+    physic.set_velocity_y(0);
 
     state = SQUISHED;
     state_timer.start(SQUISH_TIME);
-    set_group(COLGROUP_MOVING_ONLY_STATIC);
+    set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
     sprite->set_action("dead");
 
     if (countMe) Sector::current()->get_level()->stats.badguys++;
 
-    // start script
     if(dead_script != "") {
       std::istringstream stream(dead_script);
       Sector::current()->run_script(stream, "Yeti - dead-script");
@@ -217,7 +238,7 @@ void
 Yeti::kill_fall()
 {
   // shooting bullets or being invincible won't work :)
-  take_hit(*get_nearest_player()); // FIXME: debug only(?)
+  //take_hit(*get_nearest_player()); // FIXME: debug only(?)
 }
 
 void
@@ -228,10 +249,6 @@ Yeti::write(lisp::Writer& writer)
   writer.write_float("x", start_position.x);
   writer.write_float("y", start_position.y);
 
-  if(dead_script != "") {
-    writer.write_string("dead-script", dead_script);
-  }
-
   writer.end_list("yeti");
 }
 
@@ -239,7 +256,7 @@ void
 Yeti::drop_stalactite()
 {
   // make a stalactite falling down and shake camera a bit
-  Sector::current()->camera->shake(.1, 0, 10);
+  Sector::current()->camera->shake(.1f, 0, 10);
 
   YetiStalactite* nearest = 0;
   float dist = FLT_MAX;
@@ -270,31 +287,31 @@ Yeti::collision_solid(const CollisionHit& hit)
 {
   if(hit.top || hit.bottom) {
     // hit floor or roof
-    physic.vy = 0;
+    physic.set_velocity_y(0);
     switch (state) {
       case JUMP_DOWN:
-       run();
-       break;
+        run();
+        break;
       case RUN:
-       break;
+        break;
       case JUMP_UP:
-       break;
+        break;
       case BE_ANGRY:
-       // we just landed
-       if(!state_timer.started()) {
-         sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
-         stomp_count++;
-         drop_stalactite();
-
-         // go to other side after 3 jumps
-         if(stomp_count == 3) {
-           jump_down();
-         } else {
-           // jump again
-           state_timer.start(STOMP_WAIT);
-         }
-       }
-       break;
+        // we just landed
+        if(!state_timer.started()) {
+          sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+          stomp_count++;
+          drop_stalactite();
+
+          // go to other side after 3 jumps
+          if(stomp_count == 3) {
+            jump_down();
+          } else {
+            // jump again
+            state_timer.start(STOMP_WAIT);
+          }
+        }
+        break;
       case SQUISHED:
         break;
     }