- fix a bunch of msvc warnings (mostly assigning double constants to float variables)
[supertux.git] / src / badguy / mriceblock.cpp
index 472aa17..f616abb 100644 (file)
@@ -31,7 +31,7 @@ MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
   : WalkingBadguy(reader, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
 {
   walk_speed = 80;
-  max_drop_height = 600; 
+  max_drop_height = 600;
   sound_manager->preload("sounds/iceblock_bump.wav");
   sound_manager->preload("sounds/stomp.wav");
   sound_manager->preload("sounds/kick.wav");
@@ -40,8 +40,8 @@ MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
 MrIceBlock::MrIceBlock(const Vector& pos, Direction d)
   : WalkingBadguy(pos, d, "images/creatures/mr_iceblock/mr_iceblock.sprite", "left", "right"), ice_state(ICESTATE_NORMAL), squishcount(0)
 {
-  walk_speed = 80; 
-  max_drop_height = 600; 
+  walk_speed = 80;
+  max_drop_height = 600;
   sound_manager->preload("sounds/iceblock_bump.wav");
   sound_manager->preload("sounds/stomp.wav");
   sound_manager->preload("sounds/kick.wav");
@@ -151,7 +151,7 @@ MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
       return FORCE_MOVE;
     }
   }
-  
+
   return BadGuy::collision_player(player, hit);
 }
 
@@ -174,7 +174,7 @@ MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 }
 
 bool
-MrIceBlock::collision_squished(Player& player)
+MrIceBlock::collision_squished(GameObject& object)
 {
   switch(ice_state) {
     case ICESTATE_KICKED:
@@ -188,10 +188,13 @@ MrIceBlock::collision_squished(Player& player)
       set_state(ICESTATE_FLAT);
       break;
     case ICESTATE_FLAT:
-      if(player.get_pos().x < get_pos().x) {
-        dir = RIGHT;
-      } else {
-        dir = LEFT;
+      {
+       MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
+       if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
+         dir = RIGHT;
+       } else {
+         dir = LEFT;
+       }
       }
       set_state(ICESTATE_KICKED);
       break;
@@ -200,7 +203,8 @@ MrIceBlock::collision_squished(Player& player)
       break;
   }
 
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
   return true;
 }
 
@@ -209,11 +213,6 @@ MrIceBlock::set_state(IceState state)
 {
   if(ice_state == state)
     return;
-  
-  if(state == ICESTATE_FLAT)
-    flags |= FLAG_PORTABLE;
-  else
-    flags &= ~FLAG_PORTABLE;
 
   switch(state) {
     case ICESTATE_NORMAL:
@@ -222,8 +221,8 @@ MrIceBlock::set_state(IceState state)
     case ICESTATE_FLAT:
       sound_manager->play("sounds/stomp.wav", get_pos());
       physic.set_velocity_x(0);
-      physic.set_velocity_y(0); 
-      
+      physic.set_velocity_y(0);
+
       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
       flat_timer.start(4);
       break;
@@ -233,7 +232,7 @@ MrIceBlock::set_state(IceState state)
       physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
       // we should slide above 1 block holes now...
-      bbox.set_size(34, 31.8);
+      bbox.set_size(34, 31.8f);
       break;
     case ICESTATE_GRABBED:
       flat_timer.stop();
@@ -262,4 +261,10 @@ MrIceBlock::ungrab(MovingObject& , Direction dir)
   set_group(COLGROUP_MOVING);
 }
 
+bool
+MrIceBlock::is_portable() const
+{
+  return ice_state == ICESTATE_FLAT;
+}
+
 IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")