*possible* fix for bugs #453 and #373
[supertux.git] / src / badguy / walking_badguy.cpp
index 6b51f00..627e62c 100644 (file)
 
 #include "walking_badguy.hpp"
 #include "log.hpp"
-
+#include "timer.hpp"
 
 WalkingBadguy::WalkingBadguy(const Vector& pos, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(pos, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+  : BadGuy(pos, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
 {
 }
 
 WalkingBadguy::WalkingBadguy(const Vector& pos, Direction direction, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(pos, direction, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+  : BadGuy(pos, direction, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
 {
 }
 
 WalkingBadguy::WalkingBadguy(const lisp::Lisp& reader, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
-       : BadGuy(reader, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
+  : BadGuy(reader, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
 {
 }
 
 void
 WalkingBadguy::write(lisp::Writer& writer)
 {
-  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);
 }
 
 void
-WalkingBadguy::activate()
+WalkingBadguy::initialize()
 {
+  if(frozen)
+    return;
   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
   physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
@@ -73,12 +75,14 @@ WalkingBadguy::collision_solid(const CollisionHit& hit)
 
   update_on_ground_flag(hit);
 
-  if (hit.top || hit.bottom) { 
-    physic.set_velocity_y(0);
+  if (hit.top) {
+    if (physic.get_velocity_y() < 0) physic.set_velocity_y(0);
+  }
+  if (hit.bottom) {
+    if (physic.get_velocity_y() > 0) physic.set_velocity_y(0);
   }
 
-//  if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) { 
-  if (hit.left || hit.right) {
+  if ((hit.left && (hit.slope_normal.y == 0) && (dir == LEFT)) || (hit.right && (hit.slope_normal.y == 0) && (dir == RIGHT))) {
     turn_around();
   }
 
@@ -88,8 +92,7 @@ HitResponse
 WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
 {
 
-  //if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) { 
-  if (hit.left || hit.right) {
+  if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
     turn_around();
   }
 
@@ -99,8 +102,45 @@ WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
 void
 WalkingBadguy::turn_around()
 {
+  if(frozen)
+    return;
   dir = dir == LEFT ? RIGHT : LEFT;
   sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
-  physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
+  physic.set_velocity_x(-physic.get_velocity_x());
+
+  // if we get dizzy, we fall off the screen
+  if (turn_around_timer.started()) {
+    if (turn_around_counter++ > 10) kill_fall();
+  } else {
+    turn_around_timer.start(1);
+    turn_around_counter = 0;
+  }
+
+}
+
+void
+WalkingBadguy::freeze()
+{
+  BadGuy::freeze();
+  physic.set_velocity_x(0);
+}
+
+void
+WalkingBadguy::unfreeze()
+{
+  BadGuy::unfreeze();
+  WalkingBadguy::initialize();
+}
+
+
+float
+WalkingBadguy::get_velocity_y() const
+{
+  return physic.get_velocity_y();
 }
 
+void
+WalkingBadguy::set_velocity_y(float vy)
+{
+  physic.set_velocity_y(vy);
+}