Powerup: Iceflower improvements
[supertux.git] / src / badguy / snail.cpp
index cff4b63..c3b3e8c 100644 (file)
@@ -87,7 +87,7 @@ Snail::be_kicked()
   state = STATE_KICKED_DELAY;
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right", 1);
 
-  physic.set_velocity_x(0);
+  physic.set_velocity_x(dir == LEFT ? -SNAIL_KICK_SPEED : SNAIL_KICK_SPEED);
   physic.set_velocity_y(0);
 
   // start a timer to delay addition of upward movement until we are (hopefully) out from under the player
@@ -102,6 +102,12 @@ Snail::can_break(){
 void
 Snail::active_update(float elapsed_time)
 {
+  if(frozen)
+  {
+    BadGuy::active_update(elapsed_time);
+    return;
+  }
+
   switch (state) {
 
     case STATE_NORMAL:
@@ -132,9 +138,21 @@ Snail::active_update(float elapsed_time)
   BadGuy::active_update(elapsed_time);
 }
 
+bool
+Snail::is_freezable() const
+{
+  return true;
+}
+
 void
 Snail::collision_solid(const CollisionHit& hit)
 {
+  if(frozen)
+  {
+    WalkingBadguy::collision_solid(hit);
+    return;
+  }
+
   switch (state) {
     case STATE_NORMAL:
       WalkingBadguy::collision_solid(hit);
@@ -166,6 +184,9 @@ Snail::collision_solid(const CollisionHit& hit)
 HitResponse
 Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 {
+  if(frozen)
+    return WalkingBadguy::collision_badguy(badguy, hit);
+
   switch(state) {
     case STATE_NORMAL:
       return WalkingBadguy::collision_badguy(badguy, hit);
@@ -182,25 +203,57 @@ Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
   return ABORT_MOVE;
 }
 
+HitResponse
+Snail::collision_player(Player& player, const CollisionHit& hit)
+{
+  if(frozen)
+    return WalkingBadguy::collision_player(player, hit);
+
+  // handle kicks from left or right side
+  if(state == STATE_FLAT && (hit.left || hit.right)) {
+    if(hit.left) {
+      dir = RIGHT;
+    } else if(hit.right) {
+      dir = LEFT;
+    }
+    player.kick();
+    be_kicked();
+    return FORCE_MOVE;
+  }
+
+  return BadGuy::collision_player(player, hit);
+}
+
 bool
 Snail::collision_squished(GameObject& object)
 {
+  if(frozen)
+    return WalkingBadguy::collision_squished(object);
+
+  Player* player = dynamic_cast<Player*>(&object);
+  if(player && (player->does_buttjump || player->is_invincible())) {
+    kill_fall();
+    player->bounce(*this);
+    return true;
+  }
+
   switch(state) {
 
     case STATE_KICKED:
     case STATE_NORMAL:
-    {
-      Player* player = dynamic_cast<Player*>(&object);
+
+      // Can't stomp in midair
+      if(!on_ground())
+        break;
+
       squishcount++;
-      if ((squishcount >= MAX_SNAIL_SQUISHES) || (player && player->does_buttjump)) {
+      if (squishcount >= MAX_SNAIL_SQUISHES) {
         kill_fall();
         return true;
       }
-    }
-
-    sound_manager->play("sounds/stomp.wav", get_pos());
-    be_flat();
-    break;
+      sound_manager->play("sounds/stomp.wav", get_pos());
+      be_flat();
+      break;
 
     case STATE_FLAT:
       sound_manager->play("sounds/kick.wav", get_pos());
@@ -220,7 +273,6 @@ Snail::collision_squished(GameObject& object)
 
   }
 
-  Player* player = dynamic_cast<Player*>(&object);
   if (player) player->bounce(*this);
   return true;
 }