[ Patch #1793 ] Turn physic into POD
[supertux.git] / src / badguy / stalactite.cpp
index c0fd7be..46d16f6 100644 (file)
@@ -28,7 +28,7 @@ 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;
 }
@@ -59,7 +59,7 @@ Stalactite::active_update(float elapsed_time)
   } else if(state == STALACTITE_SHAKING) {
     if(timer.check()) {
       state = STALACTITE_FALLING;
-      physic.enable_gravity(true);
+      physic.gravity_enabled = true;
     }
   } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
     movement = physic.get_movement(elapsed_time);
@@ -69,18 +69,23 @@ 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_group(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);
-    physic.set_velocity_y(0);
-    sprite->set_action("squished");
-    if(!timer.started())
-      timer.start(SQUISH_TIME);
+void
+Stalactite::collision_solid(const CollisionHit& hit)
+{
+  if(state == STALACTITE_FALLING) {
+    if (hit.bottom) squish();
+  }
+  if(state == STALACTITE_SQUISHED) {
+    physic.vy = 0;
   }
 }
 
@@ -94,6 +99,26 @@ Stalactite::collision_player(Player& player)
   return FORCE_MOVE;
 }
 
+HitResponse 
+Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
+{
+  if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
+  if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
+  // ignore other Stalactites
+  if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+
+  if (other.is_freezable()) {
+    other.freeze();
+  } else {
+    other.kill_fall();
+  }
+
+  remove_me();
+
+  return FORCE_MOVE;
+}
+
 void
 Stalactite::kill_fall()
 {
@@ -105,10 +130,16 @@ 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);
   }
 }