+// $Id$
+//
+// SuperTux
+// Copyright (C) 2005 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 "block.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);
flags |= FLAG_SOLID;
- original_y = pos.y;
}
Block::~Block()
HitResponse
Block::collision(GameObject& other, const CollisionHit& hitdata)
{
- // TODO kill badguys when bumping them...
-
Player* player = dynamic_cast<Player*> (&other);
if(player) {
// collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0
- && player->get_movement().y < 0) {
+ if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
hit(*player);
}
}
+ if(bouncing) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ badguy->kill_fall();
+ }
+ Coin* coin = dynamic_cast<Coin*> (&other);
+ if(coin) {
+ coin->collect();
+ }
+ }
+
return FORCE_MOVE;
}
void
-Block::action(float elapsed_time)
+Block::update(float elapsed_time)
{
if(!bouncing)
return;
void
Block::start_bounce()
{
+ original_y = bbox.p1.y;
bouncing = true;
bounce_dir = -BOUNCY_BRICK_SPEED;
bounce_offset = 0;
//---------------------------------------------------------------------------
-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("bonusblock")), object(0)
+{
+ 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:
+ std::cerr << "Invalid box contents!\n";
+ contents = CONTENT_COIN;
+ break;
+ }
+}
+
+BonusBlock::BonusBlock(const lisp::Lisp& lisp)
+ : Block(sprite_manager->create("bonusblock"))
+{
+ 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 {
+ std::cerr << "Invalid box contents '" << contentstring << "'.\n";
+ }
+ } 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 {
+ std::cerr << "Invalid element '" << token << "' in bonusblock.\n";
+ }
+ }
+ }
+
+ 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
+BonusBlock::hit(Player& )
{
- sprite->set_action("default");
+ try_open();
}
void
-BonusBlock::hit(Player& player)
+BonusBlock::try_open()
{
if(sprite->get_action_name() == "empty") {
- SoundManager::get()->play_sound(IDToSound(SND_BRICK));
+ sound_manager->play("sounds/brick.wav");
return;
}
Sector* sector = Sector::current();
- switch(data) {
- case 1: // coin
+ Player& player = *(sector->player);
+ switch(contents) {
+ case CONTENT_COIN:
Sector::current()->add_object(new BouncyCoin(get_pos()));
- player.get_status().incCoins();
+ player.get_status()->incCoins();
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());
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
- new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
+ get_pos(), new Flower(Flower::FIREFLOWER));
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)));
+ case CONTENT_ICEGROW:
+ if(player.get_status()->bonus == NO_BONUS) {
+ SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp());
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(Flower::ICEFLOWER));
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()));
+ case CONTENT_STAR:
+ sector->add_object(new Star(get_pos() + Vector(0, -32)));
break;
- case 4: // 1up
+ case CONTENT_1UP:
sector->add_object(new OneUp(get_pos()));
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;
+
+ //default:
+ //assert(false);
}
start_bounce();
sprite->set_action("empty");
}
+IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
+
//---------------------------------------------------------------------------
Brick::Brick(const Vector& pos, int data)
- : Block(pos, sprite_manager->create("brick")), breakable(false),
+ : Block(sprite_manager->create("brick")), breakable(false),
coin_counter(0)
{
+ bbox.set_pos(pos);
if(data == 1)
coin_counter = 5;
else
}
void
-Brick::hit(Player& player)
+Brick::hit(Player& )
+{
+ if(sprite->get_action_name() == "empty")
+ return;
+
+ try_break(true);
+}
+
+void
+Brick::try_break(bool playerhit)
{
if(sprite->get_action_name() == "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()->incCoins();
if(coin_counter == 0)
sprite->set_action("empty");
start_bounce();
} else if(breakable) {
- if(player.size == SMALL) {
+ if(playerhit && !player.is_big()) {
start_bounce();
return;
}
}
}
+//IMPLEMENT_FACTORY(Brick, "brick");
+