Colors patch from qmax ( + added stat_hdr_color into levelintro.hpp...)
[supertux.git] / src / badguy / snail.cpp
index e40a24d..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
@@ -96,7 +96,7 @@ Snail::be_kicked()
   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
@@ -115,19 +115,19 @@ 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.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
-       physic.set_velocity_y(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;
@@ -152,33 +152,33 @@ Snail::collision_solid(const CollisionHit& hit)
       break;
     case STATE_FLAT:
       if(hit.top || hit.bottom) {
-       physic.set_velocity_y(0);
+        physic.set_velocity_y(0);
       }
       if(hit.left || hit.right) {
       }
       break;
     case STATE_KICKED_DELAY:
       if(hit.top || hit.bottom) {
-       physic.set_velocity_y(0);
+        physic.set_velocity_y(0);
       }
       if(hit.left || hit.right) {
-       physic.set_velocity_x(0);
+        physic.set_velocity_x(0);
       }
       break;
     case STATE_KICKED:
       if(hit.top || hit.bottom) {
-       physic.set_velocity_y(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.set_velocity_x(-physic.get_velocity_x()*0.75);
-         if (fabsf(physic.get_velocity_x()) < 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;
@@ -206,16 +206,19 @@ Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 }
 
 bool
-Snail::collision_squished(Player& player)
+Snail::collision_squished(GameObject& object)
 {
   switch(state) {
 
     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());
@@ -224,11 +227,13 @@ Snail::collision_squished(Player& player)
 
     case STATE_FLAT:
       sound_manager->play("sounds/kick.wav", get_pos());
-
-      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;
+        }
       }
       be_kicked();
       break;
@@ -238,7 +243,8 @@ Snail::collision_squished(Player& player)
 
   }
 
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
   return true;
 }