--- /dev/null
+// $Id: weak_block.cpp 3435 2006-04-26 02:13:42Z sik0fewl $
+//
+// SuperTux - Weak Block
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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.
+
+#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"
+
+WeakBlock::WeakBlock(const lisp::Lisp& lisp)
+ : 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
+WeakBlock::collision(GameObject& other, const CollisionHit& )
+{
+ switch (state) {
+
+ case STATE_NORMAL:
+ if (dynamic_cast<Bullet*>(&other)) {
+ state = STATE_BURNING;
+ sprite->set_action("burning", 1);
+ return FORCE_MOVE;
+ }
+ return FORCE_MOVE;
+ break;
+
+ case STATE_BURNING:
+ return FORCE_MOVE;
+ break;
+
+ case STATE_DISINTEGRATING:
+ return FORCE_MOVE;
+ break;
+
+ }
+
+ log_debug << "unhandled state" << std::endl;
+ return FORCE_MOVE;
+}
+
+void
+WeakBlock::draw(DrawingContext& context)
+{
+ Vector pos = get_pos();
+ sprite->draw(context, pos, LAYER_TILES);
+}
+
+void
+WeakBlock::update(float )
+{
+ switch (state) {
+
+ case STATE_NORMAL:
+ break;
+
+ case STATE_BURNING:
+ if (sprite->animation_done()) {
+ state = STATE_DISINTEGRATING;
+ sprite->set_action("disintegrating", 1);
+ flags &= ~FLAG_SOLID;
+ set_group(COLGROUP_DISABLED);
+ }
+ break;
+
+ case STATE_DISINTEGRATING:
+ if (sprite->animation_done()) {
+ remove_me();
+ return;
+ }
+ break;
+
+ }
+}
+
+IMPLEMENT_FACTORY(WeakBlock, "weak_block");
--- /dev/null
+// $Id: weak_block.hpp 3327 2006-04-13 15:02:40Z ravu_al_hemio $
+//
+// SuperTux - Weak Block
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// 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.
+
+#ifndef __WEAK_BLOCK_H__
+#define __WEAK_BLOCK_H__
+
+#include "moving_object.hpp"
+#include "lisp/lisp.hpp"
+#include "physic.hpp"
+#include "timer.hpp"
+#include "sprite/sprite.hpp"
+
+/**
+ * A block that can be destroyed by Bullet hits
+ */
+class WeakBlock : public MovingObject
+{
+public:
+ WeakBlock(const lisp::Lisp& lisp);
+ ~WeakBlock();
+
+ HitResponse collision(GameObject& other, const CollisionHit& hit);
+ void update(float elapsed_time);
+ void draw(DrawingContext& context);
+
+private:
+ enum State {
+ STATE_NORMAL, /**< default state */
+ STATE_BURNING, /**< on fire, still solid */
+ STATE_DISINTEGRATING /**< crumbling to dust, no longer solid */
+ };
+ State state;
+
+ Physic physic;
+ Sprite* sprite;
+};
+
+#endif
+