- state = STATE_EXPLODING;
- set_group(COLGROUP_TOUCHABLE);
- sound_manager->play("sounds/explosion.wav", get_pos());
- set_action_centered("explosion", 1);
-
- // spawn some particles
- // TODO: provide convenience function in MovingSprite or MovingObject?
- for (int i = 0; i < 100; i++) {
- Vector ppos = bbox.get_middle();
- float angle = systemRandom.randf(-M_PI_2, M_PI_2);
- float velocity = systemRandom.randf(450, 900);
- float vx = sin(angle)*velocity;
- float vy = -cos(angle)*velocity;
- Vector pspeed = Vector(vx, vy);
- Vector paccel = Vector(0, 1000);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/kracker.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+
+ // Make the player let go before we explode, otherwise the player is holding
+ // an invalid object. There's probably a better way to do this than in the
+ // Bomb class.
+ if (grabber != NULL) {
+ Player* player = dynamic_cast<Player*>(grabber);
+
+ if (player)
+ player->stop_grabbing();
+ }
+
+ if(is_valid()) {
+ remove_me();
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);