Ow, obviously you don't know much about vectors. Let's give you an easier method. Let me think.
First you need to know the speed vector. Normally if you want to use physics in a game, it's not very easy if you use the point object command. You should use vectors (x-speed and y-speed), but I'll show you a way without them. We can get the speed vector with the following code. (DB-code, I don't have DBPro, I hope it's the same)
If the object number is 1:
vx#=sin(object angle z(1))
vy#=cos(object angle z(1))
Now we need to get the normal of the line. If the line is the same as in the picture, the z-rotation should be zero.
If the line is object 2:
nx#=sin(object angle z(2))
ny#=cos(object angle z(2))
Now we can calculate the dot product of the two vectors:
dot#=(vx#*nx#)+(vy#*ny#)
With that we can calculate the new vector with the formula above.
nvx#=(-2.00*nx#*dot#)+vx#
nvy#=(-2.00*ny#*dot#)+vy#
And now to use the point command again (with object 1).
point object 1,object position x(1)+nvx#,object position y(1)+nvy#,object position z(1)
And that should be it. I hope you understand it a bit now, and I hope I haven't made any mistakes here.
Kevil