Changed ObjectFactory code so that it works properly when building SuperTux as library
[supertux.git] / src / object / weak_block.cpp
index a528f07..eae7d0c 100644 (file)
@@ -1,13 +1,11 @@
-//  $Id: weak_block.cpp 3435 2006-04-26 02:13:42Z sik0fewl $
-//
 //  SuperTux - Weak Block
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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 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 3 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
 //  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.
-
-#include <config.h>
-
-#include "weak_block.hpp"
-#include "lisp/lisp.hpp"
-#include "object_factory.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "resources.hpp"
-#include "sprite/sprite.hpp"
-#include "random_generator.hpp"
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "object/weak_block.hpp"
+
 #include "object/bullet.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#include <math.h>
 
-WeakBlock::WeakBlock(const lisp::Lisp& lisp)
+WeakBlock::WeakBlock(const Reader& lisp)
   : MovingSprite(lisp, "images/objects/strawbox/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
 {
   sprite->set_action("normal");
-  flags |= FLAG_SOLID;
 }
 
 HitResponse
@@ -44,9 +36,8 @@ WeakBlock::collision(GameObject& other, const CollisionHit& )
 
     case STATE_NORMAL:
       if (dynamic_cast<Bullet*>(&other)) {
-       state = STATE_BURNING;
-       sprite->set_action("burning", 1);
-       return FORCE_MOVE;
+        startBurning();
+        return FORCE_MOVE;
       }
       return FORCE_MOVE;
       break;
@@ -75,21 +66,49 @@ WeakBlock::update(float )
 
     case STATE_BURNING:
       if (sprite->animation_done()) {
-       state = STATE_DISINTEGRATING;
-       sprite->set_action("disintegrating", 1);
-       flags &= ~FLAG_SOLID;
+        state = STATE_DISINTEGRATING;
+        sprite->set_action("disintegrating", 1);
+        spreadHit();
         set_group(COLGROUP_DISABLED);
       }
       break;
 
     case STATE_DISINTEGRATING:
       if (sprite->animation_done()) {
-       remove_me();
-       return;
+        remove_me();
+        return;
       }
       break;
 
   }
 }
 
-IMPLEMENT_FACTORY(WeakBlock, "weak_block");
+void
+WeakBlock::startBurning()
+{
+  if (state != STATE_NORMAL) return;
+  state = STATE_BURNING;
+  sprite->set_action("burning", 1);
+}
+
+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();
+  }
+}
+
+
+/* EOF */