3 // SuperTux - Weak Block
4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License
9 // as published by the Free Software Foundation; either version 2
10 // of the License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "weak_block.hpp"
24 #include "lisp/lisp.hpp"
25 #include "object_factory.hpp"
28 #include "resources.hpp"
29 #include "sprite/sprite.hpp"
30 #include "random_generator.hpp"
31 #include "object/bullet.hpp"
33 WeakBlock::WeakBlock(const lisp::Lisp& lisp)
34 : MovingSprite(lisp, "images/objects/strawbox/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
36 sprite->set_action("normal");
40 WeakBlock::collision(GameObject& other, const CollisionHit& )
45 if (dynamic_cast<Bullet*>(&other)) {
56 case STATE_DISINTEGRATING:
62 log_debug << "unhandled state" << std::endl;
67 WeakBlock::update(float )
75 if (sprite->animation_done()) {
76 state = STATE_DISINTEGRATING;
77 sprite->set_action("disintegrating", 1);
79 set_group(COLGROUP_DISABLED);
83 case STATE_DISINTEGRATING:
84 if (sprite->animation_done()) {
94 WeakBlock::startBurning()
96 if (state != STATE_NORMAL) return;
97 state = STATE_BURNING;
98 sprite->set_action("burning", 1);
102 WeakBlock::spreadHit()
104 Sector* sector = Sector::current();
106 log_debug << "no current sector" << std::endl;
109 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
110 WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
112 if (wb == this) continue;
113 if (wb->state != STATE_NORMAL) continue;
114 float dx = fabsf(wb->get_pos().x - this->get_pos().x);
115 float dy = fabsf(wb->get_pos().y - this->get_pos().y);
116 if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
121 IMPLEMENT_FACTORY(WeakBlock, "weak_block");