// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef __MRICEBLOCK_H__
#define __MRICEBLOCK_H__
-#include "badguy.hpp"
+#include "walking_badguy.hpp"
#include "object/portable.hpp"
-class MrIceBlock : public BadGuy, public Portable
+class MrIceBlock : public WalkingBadguy, public Portable
{
public:
MrIceBlock(const lisp::Lisp& reader);
- MrIceBlock(float pos_x, float pos_y, Direction d);
+ MrIceBlock(const Vector& pos, Direction d);
void activate();
void write(lisp::Writer& writer);
HitResponse collision(GameObject& object, const CollisionHit& hit);
- HitResponse collision_solid(GameObject& object, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
void active_update(float elapsed_time);
-
+
void grab(MovingObject& object, const Vector& pos, Direction dir);
void ungrab(MovingObject& object, Direction dir);
+ bool is_portable() const;
+
+ bool can_break();
+
+ virtual MrIceBlock* clone() const { return new MrIceBlock(*this); }
protected:
- bool collision_squished(Player& player);
+ bool collision_squished(GameObject& object);
private:
enum IceState {
};
void set_state(IceState state);
-
+
IceState ice_state;
Timer flat_timer;
int squishcount;
- bool set_direction;
- Direction initial_direction;
};
#endif
-