#include <config.h>
#include "mriceblock.h"
+#include "object/block.h"
static const float WALKSPEED = 80;
static const float KICKSPEED = 500;
static const int MAXSQUISHES = 10;
-MrIceBlock::MrIceBlock(LispReader& reader)
+MrIceBlock::MrIceBlock(const lisp::Lisp& reader)
: ice_state(ICESTATE_NORMAL), squishcount(0)
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- bbox.set_size(32, 32);
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ bbox.set_size(31.8, 31.8);
sprite = sprite_manager->create("mriceblock");
+ set_direction = false;
+}
+
+MrIceBlock::MrIceBlock(float pos_x, float pos_y, Direction d)
+ : ice_state(ICESTATE_NORMAL), squishcount(0)
+{
+ start_position.x = pos_x;
+ start_position.y = pos_y;
+ bbox.set_size(31.8, 31.8);
+ sprite = sprite_manager->create("mriceblock");
+ set_direction = true;
+ initial_direction = d;
}
void
-MrIceBlock::write(LispWriter& writer)
+MrIceBlock::write(lisp::Writer& writer)
{
writer.start_list("mriceblock");
void
MrIceBlock::activate()
{
+ if (set_direction) {dir = initial_direction;}
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
}
}
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);
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;
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)
{