Getting rid of nasty tabs
[supertux.git] / src / badguy / totem.cpp
index 279038b..6cca78c 100644 (file)
@@ -29,7 +29,7 @@ static const float JUMP_OFF_SPEED_Y = -500;
 static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
 
 Totem::Totem(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/totem/totem.sprite")
+  : BadGuy(reader, "images/creatures/totem/totem.sprite")
 {
   carrying = 0;
   carried_by = 0;
@@ -37,7 +37,7 @@ Totem::Totem(const lisp::Lisp& reader)
 }
 
 Totem::Totem(const Totem& other)
-       : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+  : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
 {
   sound_manager->preload( LAND_ON_TOTEM_SOUND );
 }
@@ -74,7 +74,7 @@ Totem::write(lisp::Writer& writer)
 }
 
 void
-Totem::activate()
+Totem::initialize()
 {
   if (!carried_by) {
     physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
@@ -96,34 +96,34 @@ Totem::active_update(float elapsed_time)
     if (on_ground() && might_fall())
     {
       dir = (dir == LEFT ? RIGHT : LEFT);
-      activate();
+      initialize();
     }
 
     Sector* s = Sector::current();
     if (s) {
       // jump a bit if we find a suitable totem
       for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
-       Totem* t = dynamic_cast<Totem*>(*i);
-       if (!t) continue;
+        Totem* t = dynamic_cast<Totem*>(*i);
+        if (!t) continue;
 
-       // skip if we are not approaching each other
-       if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
+        // skip if we are not approaching each other
+        if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
 
-       Vector p1 = this->get_pos();
-       Vector p2 = t->get_pos();
+        Vector p1 = this->get_pos();
+        Vector p2 = t->get_pos();
 
-       // skip if not on same height
-       float dy = (p1.y - p2.y);
-       if (fabsf(dy - 0) > 2) continue;
+        // skip if not on same height
+        float dy = (p1.y - p2.y);
+        if (fabsf(dy - 0) > 2) continue;
 
-       // skip if too far away
-       float dx = (p1.x - p2.x);
-       if (fabsf(dx - 128) > 2) continue;
+        // skip if too far away
+        float dx = (p1.x - p2.x);
+        if (fabsf(dx - 128) > 2) continue;
 
-       physic.set_velocity_y(JUMP_ON_SPEED_Y);
-       p1.y -= 1;
-       this->set_pos(p1);
-       break;
+        physic.set_velocity_y(JUMP_ON_SPEED_Y);
+        p1.y -= 1;
+        this->set_pos(p1);
+        break;
       }
     }
   }
@@ -139,18 +139,19 @@ Totem::active_update(float elapsed_time)
 }
 
 bool
-Totem::collision_squished(Player& player)
+Totem::collision_squished(GameObject& object)
 {
   if (carrying) carrying->jump_off();
   if (carried_by) {
-    player.bounce(*this);
+    Player* player = dynamic_cast<Player*>(&object);
+    if (player) player->bounce(*this);
     jump_off();
   }
 
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
 
-  kill_squished(player);
+  kill_squished(object);
   return true;
 }
 
@@ -173,11 +174,11 @@ Totem::collision_solid(const CollisionHit& hit)
   // If we are hit from the direction we are facing: turn around
   if (hit.left && (dir == LEFT)) {
     dir = RIGHT;
-    activate();
+    initialize();
   }
   if (hit.right && (dir == RIGHT)) {
     dir = LEFT;
-    activate();
+    initialize();
   }
 }
 
@@ -204,11 +205,11 @@ Totem::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
   // If we are hit from the direction we are facing: turn around
   if(hit.left && (dir == LEFT)) {
     dir = RIGHT;
-    activate();
+    initialize();
   }
   if(hit.right && (dir == RIGHT)) {
     dir = LEFT;
-    activate();
+    initialize();
   }
 
   return CONTINUE;
@@ -234,7 +235,7 @@ Totem::jump_on(Totem* target)
   target->carrying = this;
 
   this->carried_by = target;
-  this->activate();
+  this->initialize();
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
 
   sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
@@ -254,7 +255,7 @@ Totem::jump_off() {
 
   this->carried_by = 0;
 
-  this->activate();
+  this->initialize();
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());