Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / object / powerup.cpp
index ad0f3df..09feaaf 100644 (file)
-//  $Id: growup.cpp 2458 2005-05-10 11:29:58Z matzebraun $
-// 
 //  SuperTux
-//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//  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 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 3 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>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
-#include <math.h>
-#include "powerup.hpp"
-#include "resources.hpp"
-#include "player.hpp"
-#include "sprite/sprite_manager.hpp"
 #include "audio/sound_manager.hpp"
-#include "object_factory.hpp"
-#include "sector.hpp"
-#include "scripting/script_interpreter.hpp"
+#include "math/random_generator.hpp"
+#include "object/player.hpp"
+#include "object/powerup.hpp"
+#include "object/sprite_particle.hpp"
+#include "scripting/level.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
+
+#include <sstream>
 
-PowerUp::PowerUp(const lisp::Lisp& lisp)
+PowerUp::PowerUp(const Reader& lisp) :
+  MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
+  physic(),
+  script(),
+  no_physics(),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
-  std::string sprite_name;
-  lisp.get("x", bbox.p1.x);
-  lisp.get("y", bbox.p1.y);
-  lisp.get("sprite", sprite_name);
   lisp.get("script", script);
   no_physics = false;
   lisp.get("disable-physics", no_physics);
-  bbox.set_size(32, 32);   
-  sprite = sprite_manager->create(sprite_name);
   physic.enable_gravity(true);
+  sound_manager->preload("sounds/grow.ogg");
+  sound_manager->preload("sounds/fire-flower.wav");
+  //set default light for glow effect for standard sprites
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
+  if (sprite_name == "images/powerups/egg/egg.sprite") {
+    lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
+  } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
+    lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
+  } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
+    lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
+  } else if (sprite_name == "images/powerups/star/star.sprite") {
+    lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
+  }
 
-  set_group(COLGROUP_MOVING);
 }
 
-PowerUp::~PowerUp()
+PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name_) :
+  MovingSprite(pos, sprite_name_, LAYER_OBJECTS, COLGROUP_MOVING),
+  physic(),
+  script(),
+  no_physics(false),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
-  delete sprite;
+  physic.enable_gravity(true);
+  sound_manager->preload("sounds/grow.ogg");
+  sound_manager->preload("sounds/fire-flower.wav");
+  //set default light for glow effect for standard sprites
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
+  if (sprite_name == "images/powerups/egg/egg.sprite") {
+    lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
+  } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
+    lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
+  } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
+    lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
+  } else if (sprite_name == "images/powerups/star/star.sprite") {
+    lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
+  }
 }
 
-HitResponse
-PowerUp::collision(GameObject& other, const CollisionHit& hit)
+void
+PowerUp::collision_solid(const CollisionHit& hit)
 {
-  if(other.get_flags() & FLAG_SOLID) {
-    if(fabsf(hit.normal.y) > .5) { // roof or ground
-      physic.set_velocity_y(0);
-    } else { // bumped left or right
-      printf("Normal: %f %f\n", hit.normal.x, hit.normal.y);
-      printf("LRbounce, new speed. %f\n", physic.get_velocity_x());
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-
-    return CONTINUE;
+  if(hit.bottom) {
+    physic.set_velocity_y(0);
+  }
+  if(hit.right || hit.left) {
+    physic.set_velocity_x(-physic.get_velocity_x());
   }
-  
+}
+
+HitResponse
+PowerUp::collision(GameObject& other, const CollisionHit&)
+{
   Player* player = dynamic_cast<Player*>(&other);
   if(player == 0)
     return FORCE_MOVE;
 
-  remove_me();
-
   if (script != "") {
-    ScriptInterpreter::add_script_object(Sector::current(), "powerup-script",
-        script);
+    std::istringstream stream(script);
+    Sector::current()->run_script(stream, "powerup-script");
+    remove_me();
     return ABORT_MOVE;
   }
-  
+
   // some defaults if no script has been set
-  if (sprite->get_name() == "egg") {
-    player->set_bonus(GROWUP_BONUS, true);
-    sound_manager->play("sounds/grow.wav");
-  } else if (sprite->get_name() == "fireflower") {
-    player->set_bonus(FIRE_BONUS, true);
+  if (sprite_name == "images/powerups/egg/egg.sprite") {
+    if(!player->add_bonus(GROWUP_BONUS, true))
+      return FORCE_MOVE;
+    sound_manager->play("sounds/grow.ogg");
+  } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
+    if(!player->add_bonus(FIRE_BONUS, true))
+      return FORCE_MOVE;
     sound_manager->play("sounds/fire-flower.wav");
-  } else if (sprite->get_name() == "star") {
+  } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
+    if(!player->add_bonus(ICE_BONUS, true))
+      return FORCE_MOVE;
+    sound_manager->play("sounds/fire-flower.wav");
+  } else if (sprite_name == "images/powerups/star/star.sprite") {
     player->make_invincible();
-  } else if (sprite->get_name() == "1up") {
-    player->get_status()->incLives();
+  } else if (sprite_name == "images/powerups/1up/1up.sprite") {
+    player->get_status()->add_coins(100);
+  } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
+    scripting::Level_flip_vertically();
   }
+
+  remove_me();
   return ABORT_MOVE;
 }
 
@@ -97,13 +137,46 @@ PowerUp::update(float elapsed_time)
 {
   if (!no_physics)
     movement = physic.get_movement(elapsed_time);
+  //Stars sparkle when close to Tux
+  if (sprite_name == "images/powerups/star/star.sprite"){
+    Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+    if (player) {
+      float disp_x = player->get_bbox().p1.x - bbox.p1.x;
+      float disp_y = player->get_bbox().p1.y - bbox.p1.y;
+      if (disp_x*disp_x + disp_y*disp_y <= 256*256)
+      {
+        if (graphicsRandom.rand(0, 2) == 0) {
+          float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+          float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+          Vector ppos = Vector(px, py);
+          Vector pspeed = Vector(0, 0);
+          Vector paccel = Vector(0, 0);
+          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+                                                          // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+                                                          (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+                                                          // make every other a longer sparkle to make trail a bit fuzzy
+                                                          (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        }
+      }
+    }
+  }
 }
 
 void
-PowerUp::draw(DrawingContext& context)
-{
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+PowerUp::draw(DrawingContext& context){
+  //Draw the Sprite.
+  sprite->draw(context, get_pos(), layer);
+  //Draw light when dark for defaults
+  context.get_light( get_bbox().get_middle(), &light );
+  if (light.red + light.green + light.blue < 3.0){
+    //Stars are brighter
+    if (sprite_name == "images/powerups/star/star.sprite") {
+      sprite->draw(context, get_pos(), layer);
+    }
+    context.push_target();
+    context.set_target(DrawingContext::LIGHTMAP);
+    lightsprite->draw(context, get_bbox().get_middle(), 0);
+    context.pop_target();
+  }
 }
-
-IMPLEMENT_FACTORY(PowerUp, "powerup");
-
+/* EOF */