There is no point in making a Y inferior to scroll_y checking, since bullets accel...
[supertux.git] / src / special.cpp
index 8d67cbd..6d062c1 100644 (file)
 #include "special.h"
 #include "camera.h"
 #include "gameloop.h"
-#include "screen/screen.h"
-#include "sound.h"
+#include "video/screen.h"
 #include "scene.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "player.h"
 #include "sector.h"
-#include "sprite_manager.h"
+#include "special/sprite_manager.h"
 #include "resources.h"
 
 Sprite* img_firebullet;
@@ -81,10 +80,10 @@ Bullet::action(float elapsed_time)
 
   float old_y = base.y;
 
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y,  Sector::current()->gravity);
   collision_swept_object_map(&old_base,&base);
       
-  if (issolid(base.x, base.y + 4) || issolid(base.x, base.y))
+  if (issolid(base.x+2, base.y + 4) || issolid(base.x+2, base.y))
     {
       base.y  = old_y;
       physic.set_velocity_y(-physic.get_velocity_y());
@@ -105,7 +104,7 @@ Bullet::action(float elapsed_time)
     Sector::current()->camera->get_translation().y;
   if (base.x < scroll_x ||
       base.x > scroll_x + screen->w ||
-      base.y < scroll_y ||
+//      base.y < scroll_y ||
       base.y > scroll_y + screen->h ||
       life_count <= 0)
     {
@@ -118,7 +117,8 @@ Bullet::action(float elapsed_time)
          remove_me();
        else if (kind == ICE_BULLET)
          {
-          physic.set_velocity_x(physic.get_velocity_x() * -1);
+          physic.set_velocity_x(-physic.get_velocity_x());
+          //physic.set_velocity_y(-physic.get_velocity_y());
         }
      }
 }
@@ -209,7 +209,7 @@ Upgrade::action(float elapsed_time)
     }
 
   /* Move around? */
-  physic.apply(elapsed_time, base.x, base.y);
+  physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
   if(kind == UPGRADE_GROWUP) {
     collision_swept_object_map(&old_base, &base);
   }
@@ -262,6 +262,7 @@ Upgrade::draw(DrawingContext& context)
     case UPGRADE_1UP: sprite = img_1up; break;
     default:
       assert(!"wrong type in Powerup::draw()");
+      sprite = NULL;           // added by neoneurone, g++ likes this !
   }
 
   if(base.height < 32) // still raising up?
@@ -278,7 +279,7 @@ Upgrade::bump(Player* player)
   if(kind != UPGRADE_GROWUP)
     return;
 
-  sound_manager->play_sound(sounds[SND_BUMP_UPGRADE], Vector(base.x, base.y));
+  SoundManager::get()->play_sound(IDToSound(SND_BUMP_UPGRADE), Vector(base.x, base.y), Sector::current()->player->get_pos());
   
   // determine new direction
   Direction old_dir = dir;
@@ -326,30 +327,30 @@ Upgrade::collision(void* p_c_object, int c_object, CollisionType type)
 
       if (kind == UPGRADE_GROWUP)
         {
-          sound_manager->play_sound(sounds[SND_EXCELLENT]);
+          SoundManager::get()->play_sound(IDToSound(SND_EXCELLENT));
           pplayer->grow(true);
         }
       else if (kind == UPGRADE_FIREFLOWER)
         {
-          sound_manager->play_sound(sounds[SND_COFFEE]);
+          SoundManager::get()->play_sound(IDToSound(SND_COFFEE));
           pplayer->grow(true);
           pplayer->got_power = pplayer->FIRE_POWER;
         }
       else if (kind == UPGRADE_ICEFLOWER)
         {
-          sound_manager->play_sound(sounds[SND_COFFEE]);
+          SoundManager::get()->play_sound(IDToSound(SND_COFFEE));
           pplayer->grow(true);
           pplayer->got_power = pplayer->ICE_POWER;
         }
       else if (kind == UPGRADE_FIREFLOWER)
         {
-          sound_manager->play_sound(sounds[SND_COFFEE]);
+          SoundManager::get()->play_sound(IDToSound(SND_COFFEE));
           pplayer->grow(true);
           pplayer->got_power = pplayer->FIRE_POWER;
         }
       else if (kind == UPGRADE_HERRING)
         {
-          sound_manager->play_sound(sounds[SND_HERRING]);
+          SoundManager::get()->play_sound(IDToSound(SND_HERRING));
           pplayer->invincible_timer.start(TUX_INVINCIBLE_TIME);
           Sector::current()->play_music(HERRING_MUSIC);
         }
@@ -357,7 +358,7 @@ Upgrade::collision(void* p_c_object, int c_object, CollisionType type)
         {
           if(player_status.lives < MAX_LIVES) {
             player_status.lives++;
-            sound_manager->play_sound(sounds[SND_LIFEUP]);
+            SoundManager::get()->play_sound(IDToSound(SND_LIFEUP));
           }
         }