- sprite file for snow jumpy (freeze missing, do we even want freeze?)
[supertux.git] / src / badguy / mriceblock.cpp
index 7b954bf..0d84d81 100644 (file)
@@ -25,6 +25,7 @@
 namespace {
   const float KICKSPEED = 500;
   const int MAXSQUISHES = 10;
+  const float NOKICK_TIME = 0.1f;
 }
 
 MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
@@ -56,9 +57,9 @@ MrIceBlock::write(lisp::Writer& writer)
 }
 
 void
-MrIceBlock::activate()
+MrIceBlock::initialize()
 {
-  WalkingBadguy::activate();
+  WalkingBadguy::initialize();
   set_state(ICESTATE_NORMAL);
 }
 
@@ -105,10 +106,12 @@ MrIceBlock::collision_solid(const CollisionHit& hit)
       if(hit.right && dir == RIGHT) {
         dir = LEFT;
         sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+        if(++squishcount >= MAXSQUISHES) { kill_fall(); break; }
         physic.set_velocity_x(-KICKSPEED);
       } else if(hit.left && dir == LEFT) {
         dir = RIGHT;
         sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+        if(++squishcount >= MAXSQUISHES) { kill_fall(); break; }
         physic.set_velocity_x(KICKSPEED);
       }
       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
@@ -137,6 +140,10 @@ MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
   if(ice_state == ICESTATE_GRABBED)
     return FORCE_MOVE;
 
+  if(dir == UP) {
+    return FORCE_MOVE;
+  }
+
   // handle kicks from left or right side
   if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
     if(hit.left) {
@@ -174,33 +181,41 @@ MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
 }
 
 bool
-MrIceBlock::collision_squished(Player& player)
+MrIceBlock::collision_squished(GameObject& object)
 {
   switch(ice_state) {
     case ICESTATE_KICKED:
     case ICESTATE_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;
+        }
       }
 
       set_state(ICESTATE_FLAT);
+      nokick_timer.start(NOKICK_TIME);
       break;
     case ICESTATE_FLAT:
-      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;
+       }
       }
-      set_state(ICESTATE_KICKED);
+      if (nokick_timer.check()) set_state(ICESTATE_KICKED);
       break;
     case ICESTATE_GRABBED:
       assert(false);
       break;
   }
 
-  player.bounce(*this);
+  Player* player = dynamic_cast<Player*>(&object);
+  if (player) player->bounce(*this);
   return true;
 }
 
@@ -212,14 +227,19 @@ MrIceBlock::set_state(IceState state)
 
   switch(state) {
     case ICESTATE_NORMAL:
-      WalkingBadguy::activate();
+      WalkingBadguy::initialize();
       break;
     case ICESTATE_FLAT:
-      sound_manager->play("sounds/stomp.wav", get_pos());
-      physic.set_velocity_x(0);
-      physic.set_velocity_y(0);
+      if(dir == UP) {
+        physic.set_velocity_y(-KICKSPEED);
+        bbox.set_size(34, 31.8f);
+      } else {
+        sound_manager->play("sounds/stomp.wav", get_pos());
+        physic.set_velocity_x(0);
+        physic.set_velocity_y(0);
 
-      sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+        sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+      }
       flat_timer.start(4);
       break;
     case ICESTATE_KICKED:
@@ -228,7 +248,7 @@ MrIceBlock::set_state(IceState state)
       physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
       // we should slide above 1 block holes now...
-      bbox.set_size(34, 31.8);
+      bbox.set_size(34, 31.8f);
       break;
     case ICESTATE_GRABBED:
       flat_timer.stop();
@@ -246,15 +266,15 @@ MrIceBlock::grab(MovingObject&, const Vector& pos, Direction dir)
   this->dir = dir;
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   set_state(ICESTATE_GRABBED);
-  set_group(COLGROUP_DISABLED);
+  set_colgroup_active(COLGROUP_DISABLED);
 }
 
 void
 MrIceBlock::ungrab(MovingObject& , Direction dir)
 {
   this->dir = dir;
-  set_state(ICESTATE_KICKED);
-  set_group(COLGROUP_MOVING);
+  set_state(dir == UP ? ICESTATE_FLAT : ICESTATE_KICKED);
+  set_colgroup_active(COLGROUP_MOVING);
 }
 
 bool