#include "object/invisible_block.h"
#include "object/platform.h"
#include "object/bullet.h"
+#include "object/rock.h"
#include "badguy/jumpy.h"
#include "badguy/snowball.h"
#include "badguy/bouncing_snowball.h"
#include "trigger/door.h"
#include "trigger/sequence_trigger.h"
#include "trigger/secretarea_trigger.h"
+#include "gameobjs_bridge.h"
Sector* Sector::_current = 0;
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "door") {
- return new Door(reader);
} else if(name == "secretarea") {
return new SecretAreaTrigger(reader);
} else if(name == "sequencetrigger") {
return new SequenceTrigger(reader);
- } else if(name == "platform") {
- return new Platform(reader);
- } else if(name == "jumpy" || name == "money") {
- return new Jumpy(reader);
- } else if(name == "snowball") {
- return new SnowBall(reader);
- } else if(name == "bouncingsnowball") {
- return new BouncingSnowball(reader);
- } else if(name == "flame") {
- return new Flame(reader);
- } else if(name == "flyingsnowball") {
- return new FlyingSnowBall(reader);
- } else if(name == "mriceblock") {
- return new MrIceBlock(reader);
- } else if(name == "mrbomb") {
- return new MrBomb(reader);
- } else if(name == "dispenser") {
- return new Dispenser(reader);
- } else if(name == "spike") {
- return new Spike(reader);
- } else if(name == "spiky") {
- return new Spiky(reader);
- } else if(name == "nolok_01") {
- return new Nolok_01(reader);
- }
-
- std::cerr << "Unknown object type '" << name << "'.\n";
+ } else if(is_object(name)) {
+ return create_object(object_name_to_type(name), reader);
+ } else
+ std::cerr << "Unknown object type '" << name << "'.\n";
return 0;
}