Made trampolines less likely to interfere with level design:
[supertux.git] / src / object / block.cpp
index 3ab0d1b..fb90272 100644 (file)
@@ -64,12 +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);
     }
   }
@@ -85,7 +84,7 @@ Block::collision(GameObject& other, const CollisionHit& hitdata)
     }
   }
 
-  return FORCE_MOVE;
+  return SOLID;
 }
 
 void
@@ -203,6 +202,20 @@ BonusBlock::hit(Player& )
   try_open();
 }
 
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) { 
+      // hit contains no information for collisions with blocks.
+      // Badguy's bottom has to be below the top of the bonusblock
+      // +7 is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
+        try_open();
+      }
+    }
+    return Block::collision(other, hit);
+}
+
 void
 BonusBlock::try_open()
 {
@@ -225,7 +238,7 @@ 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");
@@ -237,7 +250,7 @@ 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");
@@ -257,9 +270,6 @@ BonusBlock::try_open()
       sector->add_object(riser);
       sound_manager->play("sounds/upgrade.wav");
       break;
-
-    //default:
-      //assert(false);
   }
 
   start_bounce();
@@ -290,6 +300,20 @@ Brick::hit(Player& )
   try_break(true);
 }
 
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) {
+      // hit contains no information for collisions with blocks.
+      // Badguy's bottom has to be below the top of the brick
+      // +7 is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
+        try_break(false);
+      }
+    }
+   return Block::collision(other, hit);
+}
+
 void
 Brick::try_break(bool playerhit)
 {