#include "object/weak_block.hpp"
#include "object/bullet.hpp"
+#include "object/explosion.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "util/reader.hpp"
#include <math.h>
WeakBlock::WeakBlock(const Reader& lisp)
- : MovingSprite(lisp, "images/objects/strawbox/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
+: MovingSprite(lisp, "images/objects/weak_block/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL),
+linked(true)
{
sprite->set_action("normal");
+ //Check if this weakblock destroys adjacent weakblocks
+ if(lisp.get("linked", linked)){
+ if(! linked){
+ sprite_name = "images/objects/weak_block/meltbox.sprite";
+ sprite = sprite_manager->create(sprite_name);
+ sprite->set_action("normal");
+ }
+ }
}
HitResponse
-WeakBlock::collision(GameObject& other, const CollisionHit& )
+WeakBlock::collision_bullet(Bullet& bullet, const CollisionHit& hit)
{
switch (state) {
-
+
case STATE_NORMAL:
- if (dynamic_cast<Bullet*>(&other)) {
+ //Ensure only fire destroys weakblock
+ if(bullet.get_type() == FIRE_BONUS) {
startBurning();
- return FORCE_MOVE;
+ bullet.remove_me();
}
- return FORCE_MOVE;
- break;
-
+ //Other bullets ricochet
+ else {
+ bullet.ricochet(*this, hit);
+ }
+ break;
+
case STATE_BURNING:
- return FORCE_MOVE;
- break;
-
case STATE_DISINTEGRATING:
- return FORCE_MOVE;
break;
+
+ default:
+ log_debug << "unhandled state" << std::endl;
+ break;
+ }
+
+ return FORCE_MOVE;
+}
+HitResponse
+WeakBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+ switch (state) {
+
+ case STATE_NORMAL:
+ if (Bullet* bullet = dynamic_cast<Bullet*> (&other)) {
+ return collision_bullet(*bullet, hit);
+ }
+ //Explosions destroy weakblocks as well
+ if (dynamic_cast<Explosion*> (&other)) {
+ startBurning();
+ }
+ break;
+
+ case STATE_BURNING:
+ case STATE_DISINTEGRATING:
+ break;
+
+ default:
+ log_debug << "unhandled state" << std::endl;
+ break;
}
-
- log_debug << "unhandled state" << std::endl;
+
return FORCE_MOVE;
}
WeakBlock::update(float )
{
switch (state) {
-
- case STATE_NORMAL:
- break;
-
- case STATE_BURNING:
- if (sprite->animation_done()) {
- state = STATE_DISINTEGRATING;
- sprite->set_action("disintegrating", 1);
- spreadHit();
- set_group(COLGROUP_DISABLED);
- }
- break;
-
- case STATE_DISINTEGRATING:
- if (sprite->animation_done()) {
- remove_me();
- return;
- }
- break;
-
+
+ case STATE_NORMAL:
+ break;
+
+ case STATE_BURNING:
+ if (sprite->animation_done()) {
+ state = STATE_DISINTEGRATING;
+ sprite->set_action("disintegrating", 1);
+ spreadHit();
+ set_group(COLGROUP_DISABLED);
+ }
+ break;
+
+ case STATE_DISINTEGRATING:
+ if (sprite->animation_done()) {
+ remove_me();
+ return;
+ }
+ break;
+
}
}
void
WeakBlock::spreadHit()
{
- Sector* sector = Sector::current();
- if (!sector) {
- log_debug << "no current sector" << std::endl;
- return;
- }
- for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
- WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
- if (!wb) continue;
- if (wb == this) continue;
- if (wb->state != STATE_NORMAL) continue;
- float dx = fabsf(wb->get_pos().x - this->get_pos().x);
- float dy = fabsf(wb->get_pos().y - this->get_pos().y);
- if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
+ //Destroy adjacent weakblocks if applicable
+ if(linked) {
+ Sector* sector = Sector::current();
+ if (!sector) {
+ log_debug << "no current sector" << std::endl;
+ return;
+ }
+ for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
+ WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
+ if (!wb) continue;
+ if (wb == this) continue;
+ if (wb->state != STATE_NORMAL) continue;
+ float dx = fabsf(wb->get_pos().x - this->get_pos().x);
+ float dy = fabsf(wb->get_pos().y - this->get_pos().y);
+ if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
+ }
}
}
-IMPLEMENT_FACTORY(WeakBlock, "weak_block");
/* EOF */