Reworked Thunderstorm scripting
[supertux.git] / src / object / block.cpp
index 6e988b1..ce727af 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
-// 
+//
 //  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.
+
 #include <config.h>
 
 #include "block.hpp"
@@ -54,6 +54,8 @@ Block::Block(Sprite* newsprite)
   bbox.set_size(32, 32.1);
   set_group(COLGROUP_STATIC);
   flags |= FLAG_SOLID;
+  sound_manager->preload("sounds/upgrade.wav");
+  sound_manager->preload("sounds/brick.wav");
 }
 
 Block::~Block()
@@ -62,12 +64,11 @@ Block::~Block()
 }
 
 HitResponse
-Block::collision(GameObject& other, const CollisionHit& hitdata)
+Block::collision(GameObject& other, const CollisionHit& )
 {
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
-    // collided from below?
-    if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
       hit(*player);
     }
   }
@@ -83,7 +84,7 @@ Block::collision(GameObject& other, const CollisionHit& hitdata)
     }
   }
 
-  return FORCE_MOVE;
+  return SOLID;
 }
 
 void
@@ -201,10 +202,22 @@ BonusBlock::hit(Player& )
   try_open();
 }
 
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) {
+      // if( badguy->can_break() && (hit.left||hit.right||hit.bottom) ){ //TODO: find out why hit contains no information and fix it
+      if( badguy->can_break() && ( badguy->get_pos().y > get_pos().y ) ){
+        try_open();
+      }
+    }
+    return Block::collision(other, hit);
+}
+
 void
 BonusBlock::try_open()
 {
-  if(sprite->get_action_name() == "empty") {
+  if(sprite->get_action() == "empty") {
     sound_manager->play("sounds/brick.wav");
     return;
   }
@@ -223,7 +236,7 @@ BonusBlock::try_open()
         sector->add_object(riser);
       } else {
         SpecialRiser* riser = new SpecialRiser(
-            get_pos(), new Flower(Flower::FIREFLOWER));
+            get_pos(), new Flower(FIRE_BONUS));
         sector->add_object(riser);
       }
       sound_manager->play("sounds/upgrade.wav");
@@ -235,7 +248,7 @@ BonusBlock::try_open()
         sector->add_object(riser);                                            
       } else {
         SpecialRiser* riser = new SpecialRiser(
-            get_pos(), new Flower(Flower::ICEFLOWER));
+            get_pos(), new Flower(ICE_BONUS));
         sector->add_object(riser);
       }      
       sound_manager->play("sounds/upgrade.wav");
@@ -255,9 +268,6 @@ BonusBlock::try_open()
       sector->add_object(riser);
       sound_manager->play("sounds/upgrade.wav");
       break;
-
-    //default:
-      //assert(false);
   }
 
   start_bounce();
@@ -282,16 +292,28 @@ Brick::Brick(const Vector& pos, int data)
 void
 Brick::hit(Player& )
 {
-  if(sprite->get_action_name() == "empty")
+  if(sprite->get_action() == "empty")
     return;
   
   try_break(true);
 }
 
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) {
+      // if( badguy->can_break() && (hit.left||hit.right||hit.bottom) ){ //TODO: find out why hit contains no information and fix it
+      if( badguy->can_break() && ( badguy->get_pos().y > get_pos().y ) ){
+        try_break(false);
+      }
+    }
+   return Block::collision(other, hit);
+}
+
 void
 Brick::try_break(bool playerhit)
 {
-  if(sprite->get_action_name() == "empty")
+  if(sprite->get_action() == "empty")
     return;
   
   sound_manager->play("sounds/brick.wav");