Applied sound pre-loading patch from mathnerd314 (#331)
[supertux.git] / src / badguy / snail.cpp
index cb34a8f..8533d7d 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
@@ -78,10 +78,10 @@ Snail::be_flat()
   state = STATE_FLAT;
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
-  
+
   physic.set_velocity_x(0);
-  physic.set_velocity_y(0); 
-  
+  physic.set_velocity_y(0);
+
   flat_timer.start(4);
 }
 
@@ -93,10 +93,10 @@ Snail::be_kicked()
   sprite->set_fps(64);
 
   physic.set_velocity_x(0);
-  physic.set_velocity_y(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
@@ -183,7 +183,7 @@ Snail::collision_solid(const CollisionHit& hit)
       }
       break;
   }
-  
+
 }
 
 HitResponse
@@ -206,39 +206,45 @@ 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());
       be_flat();
       break;
-      
+
     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;
 
     case STATE_KICKED_DELAY:
       break;
-      
+
   }
 
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
   return true;
 }