* Comment out resizable flag because it blue-screens on Windows
[supertux.git] / src / object / weak_block.cpp
index 8f33f3c..c8a4c38 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>
 #include <config.h>
 
 #include "weak_block.hpp"
+
 #include "lisp/lisp.hpp"
 #include "object_factory.hpp"
 #include "player.hpp"
 #include "sector.hpp"
 #include "resources.hpp"
-#include "sprite/sprite_manager.hpp"
 #include "sprite/sprite.hpp"
 #include "random_generator.hpp"
 #include "object/bullet.hpp"
 
+#include <math.h>
+
 WeakBlock::WeakBlock(const lisp::Lisp& lisp)
-  : state(STATE_NORMAL)
+  : MovingSprite(lisp, "images/objects/strawbox/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
 {
-  lisp.get("x", bbox.p1.x);
-  lisp.get("y", bbox.p1.y);
-  bbox.set_size(32, 32);
-  sprite = sprite_manager->create("images/objects/strawbox/strawbox.sprite");
   sprite->set_action("normal");
-  flags |= FLAG_SOLID;
-  set_group(COLGROUP_STATIC);
-}
-
-WeakBlock::~WeakBlock()
-{
-  delete sprite;
 }
 
 HitResponse
@@ -55,9 +46,8 @@ WeakBlock::collision(GameObject& other, const CollisionHit& )
 
     case STATE_NORMAL:
       if (dynamic_cast<Bullet*>(&other)) {
-       state = STATE_BURNING;
-       sprite->set_action("burning", 1);
-       return FORCE_MOVE;
+        startBurning();
+        return FORCE_MOVE;
       }
       return FORCE_MOVE;
       break;
@@ -77,13 +67,6 @@ WeakBlock::collision(GameObject& other, const CollisionHit& )
 }
 
 void
-WeakBlock::draw(DrawingContext& context)
-{
-  Vector pos = get_pos();
-  sprite->draw(context, pos, LAYER_TILES);
-}
-
-void
 WeakBlock::update(float )
 {
   switch (state) {
@@ -93,21 +76,49 @@ WeakBlock::update(float )
 
     case STATE_BURNING:
       if (sprite->animation_done()) {
-       state = STATE_DISINTEGRATING;
-       sprite->set_action("disintegrating", 1);
-       flags &= ~FLAG_SOLID;
+        state = STATE_DISINTEGRATING;
+        sprite->set_action("disintegrating", 1);
+        spreadHit();
         set_group(COLGROUP_DISABLED);
       }
       break;
 
     case STATE_DISINTEGRATING:
       if (sprite->animation_done()) {
-       remove_me();
-       return;
+        remove_me();
+        return;
       }
       break;
 
   }
 }
 
+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");