Replaced Ref and RefCounter with std::shared_ptr<>
[supertux.git] / src / object / weak_block.cpp
index 182efae..2611285 100644 (file)
@@ -1,13 +1,11 @@
-//  $Id$
-//
 //  SuperTux - Weak Block
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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
 //  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.
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
-#include <config.h>
+#include "object/weak_block.hpp"
 
-#include "weak_block.hpp"
-#include "lisp/lisp.hpp"
-#include "object_factory.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "resources.hpp"
-#include "sprite/sprite.hpp"
-#include "random_generator.hpp"
+#include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
 #include "object/bullet.hpp"
+#include "object/explosion.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "util/reader.hpp"
 
-WeakBlock::WeakBlock(const lisp::Lisp& lisp)
-  : MovingSprite(lisp, "images/objects/strawbox/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
+#include <math.h>
+
+WeakBlock::WeakBlock(const Reader& lisp)
+: MovingSprite(lisp, "images/objects/weak_block/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL),
+  linked(true),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
   sprite->set_action("normal");
+  //Check if this weakblock destroys adjacent weakblocks
+  if(lisp.get("linked", linked)){
+    if(! linked){
+      sprite_name = "images/objects/weak_block/meltbox.sprite";
+      sprite = SpriteManager::current()->create(sprite_name);
+      sprite->set_action("normal");
+    }
+  }
+  if(sprite_name == "images/objects/weak_block/strawbox.sprite") {
+    lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+    lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
+  } else if(sprite_name == "images/objects/weak_block/meltbox.sprite")
+    SoundManager::current()->preload("sounds/sizzle.ogg");
 }
 
 HitResponse
-WeakBlock::collision(GameObject& other, const CollisionHit& )
+WeakBlock::collision_bullet(Bullet& bullet, const CollisionHit& hit)
 {
   switch (state) {
-
+                       
     case STATE_NORMAL:
-      if (dynamic_cast<Bullet*>(&other)) {
+      //Ensure only fire destroys weakblock
+      if(bullet.get_type() == FIRE_BONUS) {
         startBurning();
-        return FORCE_MOVE;
+        bullet.remove_me();
       }
-      return FORCE_MOVE;
-      break;
-
+      //Other bullets ricochet
+      else {
+        bullet.ricochet(*this, hit);
+      }
+    break;
+                       
     case STATE_BURNING:
-      return FORCE_MOVE;
-      break;
-
     case STATE_DISINTEGRATING:
-      return FORCE_MOVE;
       break;
+                       
+    default:
+      log_debug << "unhandled state" << std::endl;
+      break;
+       }
+       
+       return FORCE_MOVE;
+}
 
+HitResponse
+WeakBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+  switch (state) {
+                               
+      case STATE_NORMAL:
+        if (Bullet* bullet = dynamic_cast<Bullet*> (&other)) {
+          return collision_bullet(*bullet, hit);
+        }
+        //Explosions destroy weakblocks as well
+        if (dynamic_cast<Explosion*> (&other)) {
+          startBurning();
+        }
+        break;
+                               
+      case STATE_BURNING:
+      case STATE_DISINTEGRATING:
+        break;
+                               
+      default:
+        log_debug << "unhandled state" << std::endl;
+        break;
   }
-
-  log_debug << "unhandled state" << std::endl;
+       
   return FORCE_MOVE;
 }
 
@@ -67,26 +111,55 @@ void
 WeakBlock::update(float )
 {
   switch (state) {
+                               
+      case STATE_NORMAL:
+        break;
+                               
+      case STATE_BURNING:
+        // cause burn light to flicker randomly
+        if (linked) {
+          if(gameRandom.rand(10) >= 7) {
+            lightsprite->set_color(Color(0.2f + gameRandom.rand(20)/100.0f, 0.1f + gameRandom.rand(20)/100.0f, 0.1f));
+          } else
+            lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
+        }
+
+        if (sprite->animation_done()) {
+          state = STATE_DISINTEGRATING;
+          sprite->set_action("disintegrating", 1);
+          spreadHit();
+          set_group(COLGROUP_DISABLED);
+          lightsprite = SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite");
+          lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+          lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
+        }
+        break;
+                               
+      case STATE_DISINTEGRATING:
+        if (sprite->animation_done()) {
+          remove_me();
+          return;
+        }
+        break;
+                               
+  }
+}
 
-    case STATE_NORMAL:
-      break;
-
-    case STATE_BURNING:
-      if (sprite->animation_done()) {
-        state = STATE_DISINTEGRATING;
-        sprite->set_action("disintegrating", 1);
-        spreadHit();
-        set_group(COLGROUP_DISABLED);
-      }
-      break;
-
-    case STATE_DISINTEGRATING:
-      if (sprite->animation_done()) {
-        remove_me();
-        return;
-      }
-      break;
-
+void
+WeakBlock::draw(DrawingContext& context)
+{
+  //Draw the Sprite just in front of other objects
+  sprite->draw(context, get_pos(), LAYER_OBJECTS + 10);
+  //Draw the light if burning and dark
+  if(linked && (state != STATE_NORMAL)){
+    context.get_light( get_bbox().get_middle(), &light );
+    if (light.red + light.green + light.blue < 3.0){
+      context.push_target();
+      context.set_target(DrawingContext::LIGHTMAP);
+      sprite->draw(context, get_pos(), LAYER_OBJECTS + 10);
+      lightsprite->draw(context, get_bbox().get_middle(), 0);
+      context.pop_target();
+    }
   }
 }
 
@@ -96,26 +169,31 @@ WeakBlock::startBurning()
   if (state != STATE_NORMAL) return;
   state = STATE_BURNING;
   sprite->set_action("burning", 1);
+  if(sprite_name == "images/objects/weak_block/meltbox.sprite")
+    SoundManager::current()->play("sounds/sizzle.ogg");
 }
 
 void
 WeakBlock::spreadHit()
 {
-  Sector* sector = Sector::current();
-  if (!sector) {
-    log_debug << "no current sector" << std::endl;
-    return;
-  }
-  for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
-    WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
-    if (!wb) continue;
-    if (wb == this) continue;
-    if (wb->state != STATE_NORMAL) continue;
-    float dx = fabsf(wb->get_pos().x - this->get_pos().x);
-    float dy = fabsf(wb->get_pos().y - this->get_pos().y);
-    if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
+  //Destroy adjacent weakblocks if applicable
+  if(linked) {
+    Sector* sector = Sector::current();
+    if (!sector) {
+      log_debug << "no current sector" << std::endl;
+      return;
+    }
+    for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
+      WeakBlock* wb = dynamic_cast<WeakBlock*>(i->get());
+      if (!wb) continue;
+      if (wb == this) continue;
+      if (wb->state != STATE_NORMAL) continue;
+      float dx = fabsf(wb->get_pos().x - this->get_pos().x);
+      float dy = fabsf(wb->get_pos().y - this->get_pos().y);
+      if ((dx <= 32.5) && (dy <= 32.5)) wb->startBurning();
+    }
   }
 }
 
 
-IMPLEMENT_FACTORY(WeakBlock, "weak_block");
+/* EOF */