Use run_dead_script wherever possible and make kill_* operations only do stuff once
[supertux.git] / src / badguy / stalactite.cpp
index c0fd7be..f810d7c 100644 (file)
 #include <config.h>
 
 #include "stalactite.hpp"
+
 #include "random_generator.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
 
 static const int SHAKE_RANGE_X = 40;
-static const float SHAKE_TIME = .8;
+static const float SHAKE_TIME = .8f;
 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)
+        : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
 {
   countMe = false;
+  set_colgroup_active(COLGROUP_TOUCHABLE);
 }
 
 void
 Stalactite::write(lisp::Writer& writer)
 {
   writer.start_list("stalactite");
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
+  writer.write("x", start_position.x);
+  writer.write("y", start_position.y);
   writer.end_list("stalactite");
 }
 
@@ -51,7 +57,7 @@ Stalactite::active_update(float elapsed_time)
       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) {
+          && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
         timer.start(SHAKE_TIME);
         state = STALACTITE_SHAKING;
       }
@@ -60,6 +66,7 @@ Stalactite::active_update(float elapsed_time)
     if(timer.check()) {
       state = STALACTITE_FALLING;
       physic.enable_gravity(true);
+      set_colgroup_active(COLGROUP_MOVING);
     }
   } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
     movement = physic.get_movement(elapsed_time);
@@ -69,18 +76,23 @@ Stalactite::active_update(float elapsed_time)
 }
 
 void
-Stalactite::collision_solid(const CollisionHit& hit)
+Stalactite::squish()
 {
-  if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
-    return;
+  state = STALACTITE_SQUISHED;
+  set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
+  sprite->set_action("squished");
+  if(!timer.started())
+    timer.start(SQUISH_TIME);
+}
 
-  if(hit.bottom) { // hit floor?
-    state = STALACTITE_SQUISHED;
-    set_group(COLGROUP_MOVING_ONLY_STATIC);
+void
+Stalactite::collision_solid(const CollisionHit& hit)
+{
+  if(state == STALACTITE_FALLING) {
+    if (hit.bottom) squish();
+  }
+  if(state == STALACTITE_SQUISHED) {
     physic.set_velocity_y(0);
-    sprite->set_action("squished");
-    if(!timer.started())
-      timer.start(SQUISH_TIME);
   }
 }
 
@@ -94,6 +106,27 @@ Stalactite::collision_player(Player& player)
   return FORCE_MOVE;
 }
 
+HitResponse
+Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
+{
+  if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
+
+  // ignore other Stalactites
+  if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+
+  if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
+  if (other.is_freezable()) {
+    other.freeze();
+  } else {
+    other.kill_fall();
+  }
+
+  remove_me();
+
+  return FORCE_MOVE;
+}
+
 void
 Stalactite::kill_fall()
 {
@@ -105,10 +138,16 @@ Stalactite::draw(DrawingContext& context)
   if(get_state() != STATE_ACTIVE)
     return;
 
+
+  if(state == STALACTITE_SQUISHED) {
+    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    return;
+  }
+
   if(state == STALACTITE_SHAKING) {
-    sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
+    sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
   } else {
-    sprite->draw(context, get_pos(), LAYER_OBJECTS);
+    sprite->draw(context, get_pos(), layer);
   }
 }