Made trampolines less likely to interfere with level design:
[supertux.git] / src / object / weak_block.cpp
index a528f07..2675271 100644 (file)
@@ -1,4 +1,4 @@
-//  $Id: weak_block.cpp 3435 2006-04-26 02:13:42Z sik0fewl $
+//  $Id$
 //
 //  SuperTux - Weak Block
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
@@ -44,8 +44,7 @@ WeakBlock::collision(GameObject& other, const CollisionHit& )
 
     case STATE_NORMAL:
       if (dynamic_cast<Bullet*>(&other)) {
-       state = STATE_BURNING;
-       sprite->set_action("burning", 1);
+       startBurning();
        return FORCE_MOVE;
       }
       return FORCE_MOVE;
@@ -77,6 +76,7 @@ WeakBlock::update(float )
       if (sprite->animation_done()) {
        state = STATE_DISINTEGRATING;
        sprite->set_action("disintegrating", 1);
+       spreadHit();
        flags &= ~FLAG_SOLID;
         set_group(COLGROUP_DISABLED);
       }
@@ -92,4 +92,32 @@ WeakBlock::update(float )
   }
 }
 
+void
+WeakBlock::startBurning()
+{
+  if (state != STATE_NORMAL) return;
+  state = STATE_BURNING;
+  sprite->set_action("burning", 1);
+}
+
+void
+WeakBlock::spreadHit()
+{
+  Sector* sector = Sector::current();
+  if (!sector) {
+    log_debug << "no current sector" << std::endl;
+    return;
+  }
+  for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
+    WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
+    if (!wb) continue;
+    if (wb == this) continue;
+    if (wb->state != STATE_NORMAL) continue;
+    float dx = fabsf(wb->get_pos().x - this->get_pos().x);
+    float dy = fabsf(wb->get_pos().y - this->get_pos().y);
+    if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
+  }
+}
+
+
 IMPLEMENT_FACTORY(WeakBlock, "weak_block");