Colors patch from qmax ( + added stat_hdr_color into levelintro.hpp...)
[supertux.git] / src / badguy / snail.cpp
index 8c04c09..528ed59 100644 (file)
@@ -57,9 +57,9 @@ Snail::write(lisp::Writer& writer)
 }
 
 void
-Snail::activate()
+Snail::initialize()
 {
-  WalkingBadguy::activate();
+  WalkingBadguy::initialize();
   be_normal();
 }
 
@@ -69,7 +69,7 @@ Snail::be_normal()
   if (state == STATE_NORMAL) return;
 
   state = STATE_NORMAL;
-  WalkingBadguy::activate();
+  WalkingBadguy::initialize();
 }
 
 void
@@ -79,8 +79,8 @@ Snail::be_flat()
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
 
-  physic.vx = 0;
-  physic.vy = 0;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
 
   flat_timer.start(4);
 }
@@ -92,11 +92,11 @@ Snail::be_kicked()
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
 
-  physic.vx = 0;
-  physic.vy = 0;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
 
   // start a timer to delay addition of upward movement until we are (hopefully) out from under the player
-  kicked_delay_timer.start(0.05);
+  kicked_delay_timer.start(0.05f);
 }
 
 bool
@@ -115,26 +115,26 @@ Snail::active_update(float elapsed_time)
 
     case STATE_FLAT:
       if (flat_timer.started()) {
-       sprite->set_fps(64 - 15 * flat_timer.get_timegone());
+        sprite->set_fps(64 - 15 * flat_timer.get_timegone());
       }
       if (flat_timer.check()) {
-       be_normal();
+        be_normal();
       }
       BadGuy::active_update(elapsed_time);
       break;
 
     case STATE_KICKED_DELAY:
       if (kicked_delay_timer.check()) {
-       physic.vx = (dir == LEFT ? -KICKSPEED : KICKSPEED);
-       physic.vy = KICKSPEED_Y;
-       state = STATE_KICKED;
+        physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
+        physic.set_velocity_y(KICKSPEED_Y);
+        state = STATE_KICKED;
       }
       BadGuy::active_update(elapsed_time);
       break;
 
     case STATE_KICKED:
-      physic.vx = physic.vx * pow(0.99, elapsed_time/0.02);
-      if (fabsf(physic.vx) < walk_speed) be_normal();
+      physic.set_velocity_x(physic.get_velocity_x() * pow(0.99, elapsed_time/0.02));
+      if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
       BadGuy::active_update(elapsed_time);
       break;
 
@@ -152,33 +152,33 @@ Snail::collision_solid(const CollisionHit& hit)
       break;
     case STATE_FLAT:
       if(hit.top || hit.bottom) {
-       physic.vy = 0;
+        physic.set_velocity_y(0);
       }
       if(hit.left || hit.right) {
       }
       break;
     case STATE_KICKED_DELAY:
       if(hit.top || hit.bottom) {
-       physic.vy = 0;
+        physic.set_velocity_y(0);
       }
       if(hit.left || hit.right) {
-       physic.vy = 0;
+        physic.set_velocity_x(0);
       }
       break;
     case STATE_KICKED:
       if(hit.top || hit.bottom) {
-       physic.vy = 0;
+        physic.set_velocity_y(0);
       }
       if(hit.left || hit.right) {
-       sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+        sound_manager->play("sounds/iceblock_bump.wav", get_pos());
 
-       if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
-         dir = (dir == LEFT) ? RIGHT : LEFT;
-         sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+        if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
+          dir = (dir == LEFT) ? RIGHT : LEFT;
+          sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
 
-         physic.vx = -physic.vx*0.75;
-         if (fabsf(physic.vx) < walk_speed) be_normal();
-       }
+          physic.set_velocity_x(-physic.get_velocity_x()*0.75);
+          if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
+        }
 
       }
       break;
@@ -212,10 +212,13 @@ Snail::collision_squished(GameObject& object)
 
     case STATE_KICKED:
     case STATE_NORMAL:
-      squishcount++;
-      if(squishcount >= MAXSQUISHES) {
-        kill_fall();
-        return true;
+      {
+        Player* player = dynamic_cast<Player*>(&object);
+        squishcount++;
+        if ((squishcount >= MAXSQUISHES) || (player && player->does_buttjump)) {
+          kill_fall();
+          return true;
+        }
       }
 
       sound_manager->play("sounds/stomp.wav", get_pos());
@@ -225,12 +228,12 @@ Snail::collision_squished(GameObject& object)
     case STATE_FLAT:
       sound_manager->play("sounds/kick.wav", get_pos());
       {
-       MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
-       if (movingobject && (movingobject->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;
+        }
       }
       be_kicked();
       break;