better sound for splash effect
[supertux.git] / src / badguy / badguy.cpp
index 1901ccf..888694e 100644 (file)
@@ -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),
@@ -43,6 +42,7 @@ BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
   start_dir(AUTO),
   frozen(false),
   ignited(false),
+  in_water(false),
   dead_script(),
   state(STATE_INIT),
   is_active_flag(),
@@ -53,14 +53,15 @@ 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");
+  SoundManager::current()->preload("sounds/splash.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),
@@ -69,6 +70,7 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite
   start_dir(direction),
   frozen(false),
   ignited(false),
+  in_water(false),
   dead_script(),
   state(STATE_INIT),
   is_active_flag(),
@@ -79,14 +81,15 @@ 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");
+  SoundManager::current()->preload("sounds/splash.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),
@@ -95,6 +98,7 @@ BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer)
   start_dir(AUTO),
   frozen(false),
   ignited(false),
+  in_water(false),
   dead_script(),
   state(STATE_INIT),
   is_active_flag(),
@@ -112,8 +116,9 @@ 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");
+  SoundManager::current()->preload("sounds/splash.wav");
 
   dir = (start_dir == AUTO) ? LEFT : start_dir;
 }
@@ -234,6 +239,16 @@ BadGuy::collision_tile(uint32_t tile_attributes)
   // Don't kill badguys that have already been killed
   if (!is_active()) return;
 
+  if(tile_attributes & Tile::WATER && !is_in_water())
+  {
+    in_water = true;
+    SoundManager::current()->play("sounds/splash.wav", get_pos());
+  }
+  if(!(tile_attributes & Tile::WATER) && is_in_water())
+  {
+    in_water = false;
+  }
+
   if(tile_attributes & Tile::HURTS) {
     if (tile_attributes & Tile::FIRE) {
       if (is_flammable()) ignite();
@@ -273,11 +288,20 @@ 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 +410,7 @@ 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 +430,15 @@ 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 +460,14 @@ 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 +517,8 @@ 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;
@@ -600,6 +627,12 @@ BadGuy::is_frozen() const
   return frozen;
 }
 
+bool
+BadGuy::is_in_water() const
+{
+  return in_water;
+}
+
 void
 BadGuy::ignite()
 {
@@ -624,10 +657,10 @@ 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 */