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Use run_dead_script wherever possible and make kill_* operations only do stuff once
[supertux.git]
/
src
/
badguy
/
stalactite.cpp
diff --git
a/src/badguy/stalactite.cpp
b/src/badguy/stalactite.cpp
index
6a3d675
..
f810d7c
100644
(file)
--- a/
src/badguy/stalactite.cpp
+++ b/
src/badguy/stalactite.cpp
@@
-20,7
+20,12
@@
#include <config.h>
#include "stalactite.hpp"
#include <config.h>
#include "stalactite.hpp"
+
#include "random_generator.hpp"
#include "random_generator.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
static const int SHAKE_RANGE_X = 40;
static const float SHAKE_TIME = .8f;
static const int SHAKE_RANGE_X = 40;
static const float SHAKE_TIME = .8f;
@@
-31,6
+36,7
@@
Stalactite::Stalactite(const lisp::Lisp& lisp)
: BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
: BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
+ set_colgroup_active(COLGROUP_TOUCHABLE);
}
void
}
void
@@
-60,6
+66,7
@@
Stalactite::active_update(float elapsed_time)
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
+ set_colgroup_active(COLGROUP_MOVING);
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
@@
-103,11
+110,12
@@
HitResponse
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
- if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
// ignore other Stalactites
if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
// ignore other Stalactites
if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+ if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
if (other.is_freezable()) {
other.freeze();
} else {
if (other.is_freezable()) {
other.freeze();
} else {