+#include <config.h>
+
+#include "poisonivy.h"
+
+static const float WALKSPEED = 80;
+
+PoisonIvy::PoisonIvy(const lisp::Lisp& reader)
+{
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ bbox.set_size(31.8, 31.8);
+ sprite = sprite_manager->create("poisonivy");
+ set_direction = false;
+}
+
+PoisonIvy::PoisonIvy(float pos_x, float pos_y, Direction d)
+{
+ start_position.x = pos_x;
+ start_position.y = pos_y;
+ bbox.set_size(31.8, 31.8);
+ sprite = sprite_manager->create("poisonivy");
+ set_direction = true;
+ initial_direction = d;
+}
+
+void
+PoisonIvy::write(lisp::Writer& writer)
+{
+ writer.start_list("poisonivy");
+
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+
+ writer.end_list("poisonivy");
+}
+
+void
+PoisonIvy::activate()
+{
+ if (set_direction) {dir = initial_direction;}
+ physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
+ sprite->set_action(dir == LEFT ? "left" : "right");
+}
+
+bool
+PoisonIvy::collision_squished(Player& player)
+{
+ sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
+ kill_squished(player);
+ return true;
+}
+
+HitResponse
+PoisonIvy::collision_solid(GameObject& , const CollisionHit& hit)
+{
+ if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+ physic.set_velocity_y(0);
+ } else { // hit right or left
+ dir = dir == LEFT ? RIGHT : LEFT;
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+
+ return CONTINUE;
+}
+
+HitResponse
+PoisonIvy::collision_badguy(BadGuy& , const CollisionHit& hit)
+{
+ if(fabsf(hit.normal.x) > .8) { // left or right hit
+ dir = dir == LEFT ? RIGHT : LEFT;
+ sprite->set_action(dir == LEFT ? "left" : "right");
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+
+ return CONTINUE;
+}
+
+IMPLEMENT_FACTORY(PoisonIvy, "poisonivy")