X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=609b3522c700f71393448c315eed6616a0ad80ab;hb=114f3c023be94b4bdaedfa16fd6c2b019fda13d9;hp=8f08ea7873a1471d1008d6d8f6c208850985d5fd;hpb=31bdb81ba7cfccbc937687b33056d5bb715a6094;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 8f08ea787..609b3522c 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -31,10 +31,9 @@ static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1280; static const float Y_OFFSCREEN_DISTANCE = 800; -static const int LAYER_FALLING = 500; -BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) : - MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), +BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) : + MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED), physic(), countMe(true), is_initialized(false), @@ -53,14 +52,14 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) : { start_position = bbox.p1; - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); dir = (start_dir == AUTO) ? LEFT : start_dir; } -BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) : - MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), +BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) : + MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED), physic(), countMe(true), is_initialized(false), @@ -79,14 +78,14 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite { start_position = bbox.p1; - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); dir = (start_dir == AUTO) ? LEFT : start_dir; } -BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) : - MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), +BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) : + MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED), physic(), countMe(true), is_initialized(false), @@ -112,8 +111,8 @@ BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) reader.get("dead-script", dead_script); - sound_manager->preload("sounds/squish.wav"); - sound_manager->preload("sounds/fall.wav"); + SoundManager::current()->preload("sounds/squish.wav"); + SoundManager::current()->preload("sounds/fall.wav"); dir = (start_dir == AUTO) ? LEFT : start_dir; } @@ -127,7 +126,7 @@ BadGuy::draw(DrawingContext& context) return; if(state == STATE_FALLING) { DrawingEffect old_effect = context.get_drawing_effect(); - context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); + context.set_drawing_effect(old_effect | VERTICAL_FLIP); sprite->draw(context, get_pos(), layer); context.set_drawing_effect(old_effect); } else { @@ -273,11 +272,20 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) // hit from above? if (player->get_bbox().p2.y < (bbox.p1.y + 16)) { + if(player->is_stone()) { + kill_fall(); + return FORCE_MOVE; + } if(collision_squished(*player)) { return FORCE_MOVE; } } + if(player->is_stone()) { + collision_solid(hit); + return FORCE_MOVE; + } + return collision_player(*player, hit); } @@ -386,7 +394,7 @@ BadGuy::kill_squished(GameObject& object) { if (!is_active()) return; - sound_manager->play("sounds/squish.wav", get_pos()); + SoundManager::current()->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); physic.set_velocity_y(0); @@ -406,12 +414,15 @@ BadGuy::kill_fall() { if (!is_active()) return; - sound_manager->play("sounds/fall.wav", get_pos()); + SoundManager::current()->play("sounds/fall.wav", get_pos()); physic.set_velocity_y(0); physic.set_acceleration_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); - layer = LAYER_FALLING; + + // Set the badguy layer to be the foremost, so that + // this does not reveal secret tilemaps: + layer = Sector::current()->get_foremost_layer() + 1; // start dead-script run_dead_script(); @@ -433,14 +444,14 @@ BadGuy::run_dead_script() } void -BadGuy::set_state(State state) +BadGuy::set_state(State state_) { - if(this->state == state) + if(this->state == state_) return; State laststate = this->state; - this->state = state; - switch(state) { + this->state = state_; + switch(state_) { case STATE_SQUISHED: state_timer.start(SQUISH_TIME); break; @@ -490,8 +501,8 @@ BadGuy::try_activate() // if starting direction was set to AUTO, this is our chance to re-orient the badguy if (start_dir == AUTO) { - Player* player = get_nearest_player(); - if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) { + Player* player_ = get_nearest_player(); + if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) { dir = RIGHT; } else { dir = LEFT; @@ -624,10 +635,10 @@ BadGuy::is_ignited() const } void -BadGuy::set_colgroup_active(CollisionGroup group) +BadGuy::set_colgroup_active(CollisionGroup group_) { - this->colgroup_active = group; - if (state == STATE_ACTIVE) set_group(group); + this->colgroup_active = group_; + if (state == STATE_ACTIVE) set_group(group_); } /* EOF */