added object remove_listener so that you can get a message if some objects are remove...
[supertux.git] / src / badguy / mriceblock.cpp
index e0bdbf6..4e1b174 100644 (file)
@@ -1,6 +1,7 @@
 #include <config.h>
 
 #include "mriceblock.h"
+#include "object/block.h"
 
 static const float WALKSPEED = 80;
 static const float KICKSPEED = 500;
@@ -32,8 +33,8 @@ MrIceBlock::write(lisp::Writer& writer)
 {
   writer.start_list("mriceblock");
 
-  writer.write_float("x", get_pos().x);
-  writer.write_float("y", get_pos().y);
+  writer.write_float("x", start_position.x);
+  writer.write_float("y", start_position.y);
 
   writer.end_list("mriceblock");
 }
@@ -59,7 +60,7 @@ MrIceBlock::active_action(float elapsed_time)
 }
 
 HitResponse
-MrIceBlock::collision_solid(GameObject& , const CollisionHit& hit)
+MrIceBlock::collision_solid(GameObject& object, const CollisionHit& hit)
 {
   if(fabsf(hit.normal.y) > .5) { // floor or roof
     physic.set_velocity_y(0);
@@ -72,13 +73,23 @@ MrIceBlock::collision_solid(GameObject& , const CollisionHit& hit)
       sprite->set_action(dir == LEFT ? "left" : "right");
       physic.set_velocity_x(-physic.get_velocity_x());       
       break;
-    case ICESTATE_KICKED:
+    case ICESTATE_KICKED: {
+      BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
+      if(bonusblock) {
+        bonusblock->try_open();
+      }
+      Brick* brick = dynamic_cast<Brick*> (&object);
+      if(brick) {
+        brick->try_break();
+      }
+      
       dir = dir == LEFT ? RIGHT : LEFT;
       sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
       physic.set_velocity_x(-physic.get_velocity_x());
       SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(),
           Sector::current()->player->get_pos());
       break;
+    }
     case ICESTATE_FLAT:
       physic.set_velocity_x(0);
       break;
@@ -87,6 +98,29 @@ MrIceBlock::collision_solid(GameObject& , const CollisionHit& hit)
   return CONTINUE;
 }
 
+HitResponse
+MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
+{
+  switch(ice_state) {
+    case ICESTATE_NORMAL:
+      if(fabsf(hit.normal.x) > .8) {
+        dir = dir == LEFT ? RIGHT : LEFT;
+        sprite->set_action(dir == LEFT ? "left" : "right");
+        physic.set_velocity_x(-physic.get_velocity_x());               
+      }
+      return CONTINUE;
+    case ICESTATE_FLAT:
+      return FORCE_MOVE;
+    case ICESTATE_KICKED:
+      badguy.kill_fall();
+      return FORCE_MOVE;
+    default:
+      assert(false);
+  }
+
+  return ABORT_MOVE;
+}
+
 bool
 MrIceBlock::collision_squished(Player& player)
 {
@@ -131,3 +165,4 @@ MrIceBlock::collision_squished(Player& player)
   return true;
 }
 
+IMPLEMENT_FACTORY(MrIceBlock, "mriceblock")