--- /dev/null
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+#ifndef __BLOCK_H__
+#define __BLOCK_H__
+
+#include "moving_object.hpp"
+#include "lisp/lisp.hpp"
+
+class Sprite;
+class Player;
+
+class Block : public MovingObject
+{
+public:
+ Block(Sprite* sprite = 0);
+ ~Block();
+
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
+ virtual void update(float elapsed_time);
+ virtual void draw(DrawingContext& context);
+
+protected:
+ friend class FlipLevelTransformer;
+
+ virtual void hit(Player& player) = 0;
+ void start_bounce();
+ void start_break();
+ void break_me();
+
+ Sprite* sprite;
+ bool bouncing;
+ bool breaking;
+ float bounce_dir;
+ float bounce_offset;
+ float original_y;
+
+};
+
+class BonusBlock : public Block
+{
+public:
+ BonusBlock(const Vector& pos, int data);
+ BonusBlock(const lisp::Lisp& lisp);
+ virtual ~BonusBlock();
+ HitResponse collision(GameObject& other, const CollisionHit& hit);
+
+ void try_open();
+
+ enum Contents {
+ CONTENT_COIN,
+ CONTENT_FIREGROW,
+ CONTENT_ICEGROW,
+ CONTENT_STAR,
+ CONTENT_1UP,
+ CONTENT_CUSTOM
+ };
+
+ Contents contents;
+protected:
+ virtual void hit(Player& player);
+
+private:
+ MovingObject* object;
+};
+
+class Brick : public Block
+{
+public:
+ Brick(const Vector& pos, int data);
+
+ void try_break(bool playerhit = false);
+ HitResponse collision(GameObject& other, const CollisionHit& hit);
+
+protected:
+ virtual void hit(Player& player);
+
+private:
+ bool breakable;
+ int coin_counter;
+};
+
+#endif