bool is_portable ( path_array const& pathname ) { DecoderT<path_array::object_type> decoder(pathname); return is_portable(decoder); }
HitResponse Block::collision(GameObject& other, const CollisionHit& ) { auto player = dynamic_cast<Player*> (&other); if(player) { if(player->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) { hit(*player); } } // only interact with other objects if... // 1) we are bouncing // 2) the object is not portable (either never or not currently) // 3) the object is being hit from below (baguys don't get killed for activating boxes) auto portable = dynamic_cast<Portable*> (&other); auto moving_object = dynamic_cast<MovingObject*> (&other); auto bomb = dynamic_cast<Bomb*> (&other); bool is_portable = ((portable != 0) && portable->is_portable()); bool is_bomb = (bomb != 0); // bombs need to explode, although they are considered portable bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (bbox.get_top() + SHIFT_DELTA))); if(bouncing && (!is_portable || is_bomb) && hit_mo_from_below) { // Badguys get killed auto badguy = dynamic_cast<BadGuy*> (&other); if(badguy) { badguy->kill_fall(); } // Coins get collected auto coin = dynamic_cast<Coin*> (&other); if(coin) { coin->collect(); } //Eggs get jumped auto growup = dynamic_cast<GrowUp*> (&other); if(growup) { growup->do_jump(); } } return FORCE_MOVE; }