fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / invisible_block.cpp
index d92b3c2..73ccf56 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//  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
 //  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.
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <config.h>
 
-#include "invisible_block.h"
-#include "resources.h"
-#include "sprite/sprite.h"
-#include "sprite/sprite_manager.h"
-#include "video/drawing_context.h"
-#include "audio/sound_manager.h"
-#include "object_factory.h"
+#include "invisible_block.hpp"
+#include "resources.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
+#include "audio/sound_manager.hpp"
+#include "object_factory.hpp"
+#include "object/player.hpp"
 
 InvisibleBlock::InvisibleBlock(const Vector& pos)
-  : Block(sprite_manager->create("invisibleblock")), visible(false)
+  : Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false)
 {
   bbox.set_pos(pos);
-  flags &= ~FLAG_SOLID;
+  sound_manager->preload("sounds/brick.wav");
+  sound_manager->preload("sounds/brick.wav");
 }
 
 void
@@ -42,16 +43,34 @@ InvisibleBlock::draw(DrawingContext& context)
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
 }
 
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+  if(!visible) {
+    Player* player = dynamic_cast<Player*> (&other);
+    if(player) {
+      if(player->get_movement().y > 0 ||
+          player->get_bbox().get_top() <= get_bbox().get_bottom() - 7.0) {
+        return PASSTHROUGH;
+      }
+    }
+  }
+
+  return Block::collision(other, hit);
+}
+
 void
 InvisibleBlock::hit(Player& )
 {
+  sound_manager->play("sounds/brick.wav");
+
   if(visible)
     return;
 
   sprite->set_action("empty");
-  sound_manager->play("sounds/brick.wav");
   start_bounce();
   flags |= FLAG_SOLID;
+  set_group(COLGROUP_STATIC);
   visible = true;
 }