fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / badguy / stalactite.cpp
index 0a9a145..c0fd7be 100644 (file)
 #include "stalactite.hpp"
 #include "random_generator.hpp"
 
-static const int SHAKE_RANGE = 40;
+static const int SHAKE_RANGE_X = 40;
 static const float SHAKE_TIME = .8;
 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)
 {
-  lisp.get("x", start_position.x);
-  lisp.get("y", start_position.y);
-  sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-  state = STALACTITE_HANGING;
   countMe = false;
 }
 
@@ -51,9 +48,10 @@ Stalactite::active_update(float elapsed_time)
   if(state == STALACTITE_HANGING) {
     Player* player = this->get_nearest_player();
     if (player) {
-      if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
-          && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
-          && player->get_bbox().p2.y > bbox.p1.y) {
+      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) {
         timer.start(SHAKE_TIME);
         state = STALACTITE_SHAKING;
       }
@@ -70,13 +68,13 @@ Stalactite::active_update(float elapsed_time)
   }
 }
 
-HitResponse
-Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Stalactite::collision_solid(const CollisionHit& hit)
 {
   if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
-    return FORCE_MOVE;
-  
-  if(hit.normal.y < .9) { // hit floor?
+    return;
+
+  if(hit.bottom) { // hit floor?
     state = STALACTITE_SQUISHED;
     set_group(COLGROUP_MOVING_ONLY_STATIC);
     physic.set_velocity_y(0);
@@ -84,12 +82,10 @@ Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
     if(!timer.started())
       timer.start(SQUISH_TIME);
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-Stalactite::collision_player(Player& player, const CollisionHit& )
+Stalactite::collision_player(Player& player)
 {
   if(state != STALACTITE_SQUISHED) {
     player.kill(false);
@@ -108,7 +104,7 @@ Stalactite::draw(DrawingContext& context)
 {
   if(get_state() != STATE_ACTIVE)
     return;
-    
+
   if(state == STALACTITE_SHAKING) {
     sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
   } else {