Fixed a Segmentation Fault when mr_iceblock was kicked into a brick containing coins...
[supertux.git] / src / object / brick.cpp
index d054752..36c6d6e 100644 (file)
@@ -1,5 +1,5 @@
 //  SuperTux
-//  Copyright (C) 2009 Ingo Ruhnke <grumbel@gmx.de>
+//  Copyright (C) 2009 Ingo Ruhnke <grumbel@gmail.com>
 //
 //  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
 
 #include "audio/sound_manager.hpp"
 #include "badguy/badguy.hpp"
-#include "lisp/list_iterator.hpp"
-#include "object/broken_brick.hpp"
-#include "object/coin.hpp"
-#include "object/flower.hpp"
 #include "object/bouncy_coin.hpp"
-#include "object/growup.hpp"
-#include "object/oneup.hpp"
+#include "object/explosion.hpp"
+#include "object/flower.hpp"
+#include "object/icecrusher.hpp"
 #include "object/player.hpp"
 #include "object/portable.hpp"
-#include "object/specialriser.hpp"
-#include "object/star.hpp"
 #include "sprite/sprite_manager.hpp"
 #include "supertux/constants.hpp"
-#include "supertux/level.hpp"
-#include "supertux/object_factory.hpp"
 #include "supertux/sector.hpp"
 
-Brick::Brick(const Vector& pos, int data)
-  : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), breakable(false),
+Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
+  : Block(SpriteManager::current()->create(spriteName)), breakable(false),
     coin_counter(0)
 {
   bbox.set_pos(pos);
@@ -56,11 +49,12 @@ Brick::hit(Player& player)
 }
 
 HitResponse
-Brick::collision(GameObject& other, const CollisionHit& hit){
+Brick::collision(GameObject& other, const CollisionHit& hit_){
 
   Player* player = dynamic_cast<Player*> (&other);
   if (player) {
-    if (player->does_buttjump) try_break();
+    if (player->does_buttjump) try_break(player);
+    if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
   }
 
   BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
@@ -69,17 +63,24 @@ Brick::collision(GameObject& other, const CollisionHit& hit){
     // Badguy's bottom has to be below the top of the brick
     // SHIFT_DELTA is required to slide over one tile gaps.
     if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
-      try_break();
+      try_break(player);
     }
   }
   Portable* portable = dynamic_cast<Portable*> (&other);
   if(portable) {
     MovingObject* moving = dynamic_cast<MovingObject*> (&other);
     if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
-      try_break();
+      try_break(player);
     }
   }
-  return Block::collision(other, hit);
+  Explosion* explosion = dynamic_cast<Explosion*> (&other);
+  if(explosion && explosion->hurts()) {
+    try_break(player);
+  }
+  IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
+  if(icecrusher && coin_counter == 0)
+    try_break(player);
+  return Block::collision(other, hit_);
 }
 
 void
@@ -88,11 +89,11 @@ Brick::try_break(Player* player)
   if(sprite->get_action() == "empty")
     return;
 
-  sound_manager->play("sounds/brick.wav");
+  SoundManager::current()->play("sounds/brick.wav");
   Sector* sector = Sector::current();
   Player& player_one = *(sector->player);
-  if(coin_counter > 0{
-    sector->add_object(new BouncyCoin(get_pos(),true));
+  if(coin_counter > 0 ){
+    sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true));
     coin_counter--;
     player_one.get_status()->add_coins(1);
     if(coin_counter == 0)