// 02111-1307, USA.
#include <config.h>
-#include "block.h"
+#include "block.hpp"
#include <stdexcept>
-#include "resources.h"
-#include "player.h"
-#include "sector.h"
-#include "sprite/sprite.h"
-#include "sprite/sprite_manager.h"
-#include "video/drawing_context.h"
-#include "lisp/lisp.h"
-#include "gameobjs.h"
-#include "specialriser.h"
-#include "growup.h"
-#include "flower.h"
-#include "oneup.h"
-#include "star.h"
-#include "player_status.h"
-#include "badguy/badguy.h"
-#include "coin.h"
-#include "object_factory.h"
-#include "lisp/list_iterator.h"
-#include "object_factory.h"
+#include "resources.hpp"
+#include "player.hpp"
+#include "sector.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
+#include "lisp/lisp.hpp"
+#include "gameobjs.hpp"
+#include "specialriser.hpp"
+#include "growup.hpp"
+#include "flower.hpp"
+#include "oneup.hpp"
+#include "star.hpp"
+#include "player_status.hpp"
+#include "badguy/badguy.hpp"
+#include "coin.hpp"
+#include "object_factory.hpp"
+#include "lisp/list_iterator.hpp"
+#include "object_factory.hpp"
static const float BOUNCY_BRICK_MAX_OFFSET=8;
static const float BOUNCY_BRICK_SPEED=90;
: sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
{
bbox.set_size(32, 32.1);
+ set_group(COLGROUP_STATIC);
flags |= FLAG_SOLID;
}
BonusBlock::try_open()
{
if(sprite->get_action_name() == "empty") {
- sound_manager->play("brick");
+ sound_manager->play("sounds/brick.wav");
return;
}
get_pos(), new Flower(Flower::FIREFLOWER));
sector->add_object(riser);
}
- sound_manager->play("upgrade");
+ sound_manager->play("sounds/upgrade.wav");
break;
case CONTENT_ICEGROW:
get_pos(), new Flower(Flower::ICEFLOWER));
sector->add_object(riser);
}
- sound_manager->play("upgrade");
+ sound_manager->play("sounds/upgrade.wav");
break;
case CONTENT_STAR:
SpecialRiser* riser = new SpecialRiser(get_pos(), object);
object = 0;
sector->add_object(riser);
- sound_manager->play("upgrade");
+ sound_manager->play("sounds/upgrade.wav");
break;
//default:
if(sprite->get_action_name() == "empty")
return;
- sound_manager->play("brick");
+ sound_manager->play("sounds/brick.wav");
Sector* sector = Sector::current();
Player& player = *(sector->player);
if(coin_counter > 0) {