Mr Bomb turns arround again when colliding with other badguys.
[supertux.git] / src / badguy / stalactite.cpp
index f0ce5cf..289135b 100644 (file)
 #include <config.h>
 
 #include "stalactite.hpp"
+#include "random_generator.hpp"
 
-static const int SHAKE_RANGE = 40;
+static const int SHAKE_RANGE_X = 40;
 static const float SHAKE_TIME = .8;
 static const float SQUISH_TIME = 2;
+static const float SHAKE_RANGE_Y = 400;
 
 Stalactite::Stalactite(const lisp::Lisp& lisp)
+       : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING)
 {
-  lisp.get("x", start_position.x);
-  lisp.get("y", start_position.y);
-  bbox.set_size(31.8, 31.8);
-  sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
-  state = STALACTITE_HANGING;
   countMe = false;
 }
 
@@ -50,9 +48,10 @@ Stalactite::active_update(float elapsed_time)
   if(state == STALACTITE_HANGING) {
     Player* player = this->get_nearest_player();
     if (player) {
-      if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
-          && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
-          && player->get_bbox().p2.y > bbox.p1.y) {
+      if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
+          && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
+          && player->get_bbox().p2.y > bbox.p1.y
+         && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
         timer.start(SHAKE_TIME);
         state = STALACTITE_SHAKING;
       }
@@ -69,13 +68,13 @@ Stalactite::active_update(float elapsed_time)
   }
 }
 
-HitResponse
-Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Stalactite::collision_solid(const CollisionHit& hit)
 {
   if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
-    return FORCE_MOVE;
+    return;
   
-  if(hit.normal.y < .9) { // hit floor?
+  if(hit.bottom) { // hit floor?
     state = STALACTITE_SQUISHED;
     set_group(COLGROUP_MOVING_ONLY_STATIC);
     physic.set_velocity_y(0);
@@ -83,15 +82,13 @@ Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
     if(!timer.started())
       timer.start(SQUISH_TIME);
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-Stalactite::collision_player(Player& player, const CollisionHit& )
+Stalactite::collision_player(Player& player)
 {
   if(state != STALACTITE_SQUISHED) {
-    player.kill(Player::SHRINK);
+    player.kill(false);
   }
 
   return FORCE_MOVE;
@@ -109,7 +106,7 @@ Stalactite::draw(DrawingContext& context)
     return;
     
   if(state == STALACTITE_SHAKING) {
-    sprite->draw(context, get_pos() + Vector((rand() % 6)-3, 0), LAYER_OBJECTS);
+    sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
   } else {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
   }