From a67ce361e348c54f4772bdb3a86c146987ff828c Mon Sep 17 00:00:00 2001 From: Christoph Sommer Date: Wed, 16 Aug 2006 16:26:27 +0000 Subject: [PATCH] Made fire bullet handling complementary to ice bullet handling SVN-Revision: 4190 --- src/badguy/badguy.cpp | 76 +++++++++++++++++++++++++++++++++++++++++++-------- src/badguy/badguy.hpp | 21 ++++++++++++++ 2 files changed, 86 insertions(+), 11 deletions(-) diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index f99b808f9..c29e70b3a 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -34,7 +34,7 @@ static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) - : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false) { start_position = bbox.p1; @@ -43,7 +43,7 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) } BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) - : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), frozen(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false) { start_position = bbox.p1; @@ -52,7 +52,7 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite } BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer) - : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), state(STATE_INIT), on_ground_flag(false) + : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), frozen(false), ignited(false), state(STATE_INIT), on_ground_flag(false) { start_position = bbox.p1; @@ -243,17 +243,47 @@ BadGuy::collision_squished(Player& ) HitResponse BadGuy::collision_bullet(Bullet& bullet, const CollisionHit& ) { - if(frozen) { - if(bullet.get_type() == FIRE_BONUS) + if (is_frozen()) { + if(bullet.get_type() == FIRE_BONUS) { + // fire bullet thaws frozen badguys unfreeze(); - else + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets are absorbed by frozen badguys + bullet.remove_me(); return FORCE_MOVE; - } else if(bullet.get_type() == ICE_BONUS && is_freezable()) { + } + } + else if (is_ignited()) { + if(bullet.get_type() == ICE_BONUS) { + // ice bullets extinguish ignited badguys + extinguish(); + bullet.remove_me(); + return ABORT_MOVE; + } else { + // other bullets are absorbed by ignited badguys + bullet.remove_me(); + return FORCE_MOVE; + } + } + else if(bullet.get_type() == FIRE_BONUS && is_flammable()) { + // fire bullets ignite flammable badguys + ignite(); + bullet.remove_me(); + return ABORT_MOVE; + } + else if(bullet.get_type() == ICE_BONUS && is_freezable()) { + // ice bullets freeze freezable badguys freeze(); - } else - kill_fall(); - bullet.remove_me(); - return ABORT_MOVE; + bullet.remove_me(); + return ABORT_MOVE; + } + else { + // in all other cases, bullets are absorbed + bullet.remove_me(); + return FORCE_MOVE; + } } void @@ -461,3 +491,27 @@ BadGuy::is_frozen() const { return frozen; } + +void +BadGuy::ignite() +{ + kill_fall(); +} + +void +BadGuy::extinguish() +{ +} + +bool +BadGuy::is_flammable() const +{ + return true; +} + +bool +BadGuy::is_ignited() const +{ + return ignited; +} + diff --git a/src/badguy/badguy.hpp b/src/badguy/badguy.hpp index bbcbad8f0..cf0adc22b 100644 --- a/src/badguy/badguy.hpp +++ b/src/badguy/badguy.hpp @@ -94,6 +94,26 @@ public: bool countMe; /** + * Called when hit by a fire bullet, and is_flammable() returns true + */ + virtual void ignite(); + + /** + * Called to revert a badguy when is_ignited() returns true + */ + virtual void extinguish(); + + /** + * Returns whether to call ignite() when a badguy gets hit by a fire bullet + */ + virtual bool is_flammable() const; + + /** + * Returns whether this badguys is currently on fire + */ + bool is_ignited() const; + + /** * Called when hit by an ice bullet, and is_freezable() returns true. */ virtual void freeze(); @@ -200,6 +220,7 @@ protected: bool on_ground(); bool frozen; + bool ignited; /**< true if this badguy is currently on fire */ private: void try_activate(); -- 2.11.0