fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / block.cpp
index b3c6fcc..4bd1409 100644 (file)
@@ -1,33 +1,61 @@
+//  $Id$
+//
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.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 "block.h"
-#include "resources.h"
-#include "player.h"
-#include "sector.h"
-#include "special/sprite.h"
-#include "special/sprite_manager.h"
-#include "video/drawing_context.h"
-#include "gameobjs.h"
-#include "specialriser.h"
-#include "growup.h"
-#include "flower.h"
-#include "oneup.h"
-#include "star.h"
-#include "badguy/badguy.h"
-#include "coin.h"
-#include "object_factory.h"
+#include "block.hpp"
+#include "log.hpp"
+
+#include <stdexcept>
+
+#include "resources.hpp"
+#include "player.hpp"
+#include "sector.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
+#include "lisp/lisp.hpp"
+#include "gameobjs.hpp"
+#include "specialriser.hpp"
+#include "growup.hpp"
+#include "flower.hpp"
+#include "oneup.hpp"
+#include "star.hpp"
+#include "player_status.hpp"
+#include "badguy/badguy.hpp"
+#include "coin.hpp"
+#include "object_factory.hpp"
+#include "lisp/list_iterator.hpp"
+#include "object_factory.hpp"
 
 static const float BOUNCY_BRICK_MAX_OFFSET=8;
 static const float BOUNCY_BRICK_SPEED=90;
 static const float EPSILON = .0001;
 
-Block::Block(const Vector& pos, Sprite* newsprite)
+Block::Block(Sprite* newsprite)
   : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
 {
-  bbox.set_pos(pos);
-  bbox.set_size(32, 32);
+  bbox.set_size(32, 32.1);
+  set_group(COLGROUP_STATIC);
   flags |= FLAG_SOLID;
-  original_y = pos.y;
+  sound_manager->preload("sounds/upgrade.wav");
+  sound_manager->preload("sounds/brick.wav");
 }
 
 Block::~Block()
@@ -36,12 +64,11 @@ Block::~Block()
 }
 
 HitResponse
-Block::collision(GameObject& other, const CollisionHit& hitdata)
+Block::collision(GameObject& other, const CollisionHit& )
 {
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
-    // collided from below?
-    if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
       hit(*player);
     }
   }
@@ -57,15 +84,15 @@ Block::collision(GameObject& other, const CollisionHit& hitdata)
     }
   }
 
-  return FORCE_MOVE;
+  return SOLID;
 }
 
 void
-Block::action(float elapsed_time)
+Block::update(float elapsed_time)
 {
   if(!bouncing)
     return;
-  
+
   float offset = original_y - get_pos().y;
   if(offset > BOUNCY_BRICK_MAX_OFFSET) {
     bounce_dir = BOUNCY_BRICK_SPEED;
@@ -88,6 +115,7 @@ Block::draw(DrawingContext& context)
 void
 Block::start_bounce()
 {
+  original_y = bbox.p1.y;
   bouncing = true;
   bounce_dir = -BOUNCY_BRICK_SPEED;
   bounce_offset = 0;
@@ -95,10 +123,77 @@ Block::start_bounce()
 
 //---------------------------------------------------------------------------
 
-BonusBlock::BonusBlock(const Vector& pos, int newdata)
-  : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
+BonusBlock::BonusBlock(const Vector& pos, int data)
+  : Block(sprite_manager->create("images/objects/bonus_block/bonusblock.sprite")), object(0)
 {
-  sprite->set_action("default");
+  bbox.set_pos(pos);
+  sprite->set_action("normal");
+  switch(data) {
+    case 1: contents = CONTENT_COIN; break;
+    case 2: contents = CONTENT_FIREGROW; break;
+    case 3: contents = CONTENT_STAR; break;
+    case 4: contents = CONTENT_1UP; break;
+    case 5: contents = CONTENT_ICEGROW; break;
+    default:
+      log_warning << "Invalid box contents" << std::endl;
+      contents = CONTENT_COIN;
+      break;
+  }
+}
+
+BonusBlock::BonusBlock(const lisp::Lisp& lisp)
+  : Block(sprite_manager->create("images/objects/bonus_block/bonusblock.sprite"))
+{
+  Vector pos;
+
+  contents = CONTENT_COIN;
+  lisp::ListIterator iter(&lisp);
+  while(iter.next()) {
+    const std::string& token = iter.item();
+    if(token == "x") {
+      iter.value()->get(pos.x);
+    } else if(token == "y") {
+      iter.value()->get(pos.y);
+    } else if(token == "contents") {
+      std::string contentstring;
+      iter.value()->get(contentstring);
+      if(contentstring == "coin") {
+        contents = CONTENT_COIN;
+      } else if(contentstring == "firegrow") {
+        contents = CONTENT_FIREGROW;
+      } else if(contentstring == "icegrow") {
+        contents = CONTENT_ICEGROW;
+      } else if(contentstring == "star") {
+        contents = CONTENT_STAR;
+      } else if(contentstring == "1up") {
+        contents = CONTENT_1UP;
+      } else if(contentstring == "custom") {
+        contents = CONTENT_CUSTOM;
+      } else {
+        log_warning << "Invalid box contents '" << contentstring << "'" << std::endl;
+      }
+    } else {
+      if(contents == CONTENT_CUSTOM) {
+        GameObject* game_object = create_object(token, *(iter.lisp()));
+        object = dynamic_cast<MovingObject*> (game_object);
+        if(object == 0)
+          throw std::runtime_error(
+            "Only MovingObjects are allowed inside BonusBlocks");
+      } else {
+        log_warning << "Invalid element '" << token << "' in bonusblock" << std::endl;
+      }
+    }
+  }
+
+  if(contents == CONTENT_CUSTOM && object == 0)
+    throw std::runtime_error("Need to specify content object for custom block");
+
+  bbox.set_pos(pos);
+}
+
+BonusBlock::~BonusBlock()
+{
+  delete object;
 }
 
 void
@@ -107,72 +202,93 @@ BonusBlock::hit(Player& )
   try_open();
 }
 
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) {
+      // hit contains no information for collisions with blocks.
+      // Badguy's bottom has to be below the top of the bonusblock
+      // +7 is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
+        try_open();
+      }
+    }
+    return Block::collision(other, hit);
+}
+
 void
 BonusBlock::try_open()
 {
-  if(sprite->get_action_name() == "empty") {
-    SoundManager::get()->play_sound(IDToSound(SND_BRICK));
+  if(sprite->get_action() == "empty") {
+    sound_manager->play("sounds/brick.wav");
     return;
   }
-  
+
   Sector* sector = Sector::current();
+  assert(sector);
+  assert(sector->player);
   Player& player = *(sector->player);
-  switch(data) {
-    case 1: // coin
+  Direction direction = (player.get_bbox().get_middle().x > get_bbox().get_middle().x) ? LEFT : RIGHT;
+
+  switch(contents) {
+    case CONTENT_COIN:
       Sector::current()->add_object(new BouncyCoin(get_pos()));
-      player.get_status().incCoins();
+      player.get_status()->add_coins(1);
       break;
 
-    case 2: // grow/fireflower
-      if(player.size == SMALL) {
-        SpecialRiser* riser = new SpecialRiser(
-            new GrowUp(get_pos() + Vector(0, -32)));
+    case CONTENT_FIREGROW:
+      if(player.get_status()->bonus == NO_BONUS) {
+        SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
         sector->add_object(riser);
       } else {
         SpecialRiser* riser = new SpecialRiser(
-            new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
+            get_pos(), new Flower(FIRE_BONUS));
         sector->add_object(riser);
       }
-      SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
+      sound_manager->play("sounds/upgrade.wav");
       break;
 
-    case 5: // grow/iceflower
-      if(player.size == SMALL) {
-        SpecialRiser* riser = new SpecialRiser(
-            new GrowUp(get_pos() + Vector(0, -32)));
-        sector->add_object(riser);                                            
+    case CONTENT_ICEGROW:
+      if(player.get_status()->bonus == NO_BONUS) {
+        SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
+        sector->add_object(riser);
       } else {
-        SpecialRiser* riser = new SpecialRiser(                               
-            new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
+        SpecialRiser* riser = new SpecialRiser(
+            get_pos(), new Flower(ICE_BONUS));
         sector->add_object(riser);
-      }      
-      SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
+      }
+      sound_manager->play("sounds/upgrade.wav");
       break;
 
-    case 3: // star
-      sector->add_object(new Star(get_pos() + Vector(0, -32)));
+    case CONTENT_STAR:
+      sector->add_object(new Star(get_pos() + Vector(0, -32), direction));
       break;
 
-    case 4: // 1up
-      sector->add_object(new OneUp(get_pos()));
+    case CONTENT_1UP:
+      sector->add_object(new OneUp(get_pos(), direction));
       break;
 
-    default:
-      assert(false);
+    case CONTENT_CUSTOM:
+      SpecialRiser* riser = new SpecialRiser(get_pos(), object);
+      object = 0;
+      sector->add_object(riser);
+      sound_manager->play("sounds/upgrade.wav");
+      break;
   }
 
   start_bounce();
   sprite->set_action("empty");
 }
 
-//IMPLEMENT_FACTORY(BonusBlock, "bonusblock")
+IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
 
 //---------------------------------------------------------------------------
 
 Brick::Brick(const Vector& pos, int data)
-  : Block(pos, sprite_manager->create("brick")), breakable(false),
+  : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), breakable(false),
     coin_counter(0)
 {
+  bbox.set_pos(pos);
   if(data == 1)
     coin_counter = 5;
   else
@@ -182,30 +298,44 @@ Brick::Brick(const Vector& pos, int data)
 void
 Brick::hit(Player& )
 {
-  if(sprite->get_action_name() == "empty")
+  if(sprite->get_action() == "empty")
     return;
-  
+
   try_break(true);
 }
 
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+    if(badguy) {
+      // hit contains no information for collisions with blocks.
+      // Badguy's bottom has to be below the top of the brick
+      // +7 is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
+        try_break(false);
+      }
+    }
+   return Block::collision(other, hit);
+}
+
 void
 Brick::try_break(bool playerhit)
 {
-  if(sprite->get_action_name() == "empty")
+  if(sprite->get_action() == "empty")
     return;
-  
-  SoundManager::get()->play_sound(IDToSound(SND_BRICK));
+
+  sound_manager->play("sounds/brick.wav");
   Sector* sector = Sector::current();
   Player& player = *(sector->player);
   if(coin_counter > 0) {
     sector->add_object(new BouncyCoin(get_pos()));
     coin_counter--;
-    player.get_status().incCoins();
+    player.get_status()->add_coins(1);
     if(coin_counter == 0)
       sprite->set_action("empty");
     start_bounce();
   } else if(breakable) {
-    if(playerhit && player.size == SMALL) {
+    if(playerhit && !player.is_big()) {
       start_bounce();
       return;
     }
@@ -225,4 +355,4 @@ Brick::try_break(bool playerhit)
   }
 }
 
-//IMPLEMENT_FACTORY(Brick, "brick")
+//IMPLEMENT_FACTORY(Brick, "brick");