Set default behavior for red potion powerups to flip level
[supertux.git] / src / object / powerup.cpp
1 //  SuperTux
2 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
4 //  This program is free software: you can redistribute it and/or modify
5 //  it under the terms of the GNU General Public License as published by
6 //  the Free Software Foundation, either version 3 of the License, or
7 //  (at your option) any later version.
8 //
9 //  This program is distributed in the hope that it will be useful,
10 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
11 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 //  GNU General Public License for more details.
13 //
14 //  You should have received a copy of the GNU General Public License
15 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
16
17 #include "audio/sound_manager.hpp"
18 #include "object/player.hpp"
19 #include "object/powerup.hpp"
20 #include "scripting/level.hpp"
21 #include "supertux/object_factory.hpp"
22 #include "supertux/sector.hpp"
23 #include "sprite/sprite.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "util/reader.hpp"
26
27 #include <sstream>
28
29 PowerUp::PowerUp(const Reader& lisp) :
30   MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
31   physic(),
32   script(),
33   no_physics(),
34   light(0.0f,0.0f,0.0f),
35   lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
36 {
37   lisp.get("script", script);
38   no_physics = false;
39   lisp.get("disable-physics", no_physics);
40   physic.enable_gravity(true);
41   sound_manager->preload("sounds/grow.ogg");
42   sound_manager->preload("sounds/fire-flower.wav");
43   //set default light for glow effect for standard sprites
44   lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
45   lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
46   if (sprite_name == "images/powerups/egg/egg.sprite") {
47     lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
48   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
49     lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
50   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
51     lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
52   } else if (sprite_name == "images/powerups/star/star.sprite") {
53     lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
54   }
55
56 }
57
58 void
59 PowerUp::collision_solid(const CollisionHit& hit)
60 {
61   if(hit.bottom) {
62     physic.set_velocity_y(0);
63   }
64   if(hit.right || hit.left) {
65     physic.set_velocity_x(-physic.get_velocity_x());
66   }
67 }
68
69 HitResponse
70 PowerUp::collision(GameObject& other, const CollisionHit&)
71 {
72   Player* player = dynamic_cast<Player*>(&other);
73   if(player == 0)
74     return FORCE_MOVE;
75
76   if (script != "") {
77     std::istringstream stream(script);
78     Sector::current()->run_script(stream, "powerup-script");
79     remove_me();
80     return ABORT_MOVE;
81   }
82
83   // some defaults if no script has been set
84   if (sprite_name == "images/powerups/egg/egg.sprite") {
85     if(!player->add_bonus(GROWUP_BONUS, true))
86       return FORCE_MOVE;
87     sound_manager->play("sounds/grow.ogg");
88   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
89     if(!player->add_bonus(FIRE_BONUS, true))
90       return FORCE_MOVE;
91     sound_manager->play("sounds/fire-flower.wav");
92   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
93     if(!player->add_bonus(ICE_BONUS, true))
94       return FORCE_MOVE;
95     sound_manager->play("sounds/fire-flower.wav");
96   } else if (sprite_name == "images/powerups/star/star.sprite") {
97     player->make_invincible();
98   } else if (sprite_name == "images/powerups/1up/1up.sprite") {
99     player->get_status()->add_coins(100);
100   } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
101     scripting::Level_flip_vertically();
102   }
103
104   remove_me();
105   return ABORT_MOVE;
106 }
107
108 void
109 PowerUp::update(float elapsed_time)
110 {
111   if (!no_physics)
112     movement = physic.get_movement(elapsed_time);
113 }
114
115 void
116 PowerUp::draw(DrawingContext& context){
117   //Draw the Sprite.
118   sprite->draw(context, get_pos(), layer);
119   //Draw light when dark for defaults
120   context.get_light( get_bbox().get_middle(), &light );
121   if (light.red + light.green + light.blue < 3.0){
122     //Stars are brighter
123     if (sprite_name == "images/powerups/star/star.sprite") {
124       sprite->draw(context, get_pos(), layer);
125     }
126     context.push_target();
127     context.set_target(DrawingContext::LIGHTMAP);
128     lightsprite->draw(context, get_bbox().get_middle(), 0);
129     context.pop_target();
130   }
131 }
132 /* EOF */