2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
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.
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.
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/>.
17 #include "object/block.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "lisp/list_iterator.hpp"
22 #include "object/broken_brick.hpp"
23 #include "object/coin.hpp"
24 #include "object/flower.hpp"
25 #include "object/bouncy_coin.hpp"
26 #include "object/growup.hpp"
27 #include "object/oneup.hpp"
28 #include "object/player.hpp"
29 #include "object/portable.hpp"
30 #include "object/specialriser.hpp"
31 #include "object/star.hpp"
32 #include "sprite/sprite_manager.hpp"
33 #include "supertux/constants.hpp"
34 #include "supertux/level.hpp"
35 #include "supertux/object_factory.hpp"
36 #include "supertux/sector.hpp"
38 static const float BOUNCY_BRICK_MAX_OFFSET = 8;
39 static const float BOUNCY_BRICK_SPEED = 90;
40 static const float EPSILON = .0001f;
41 static const float BUMP_ROTATION_ANGLE = 10;
43 Block::Block(std::auto_ptr<Sprite> newsprite) :
51 bbox.set_size(32, 32.1f);
52 set_group(COLGROUP_STATIC);
53 sound_manager->preload("sounds/upgrade.wav");
54 sound_manager->preload("sounds/brick.wav");
62 Block::collision(GameObject& other, const CollisionHit& )
64 Player* player = dynamic_cast<Player*> (&other);
66 if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
71 // only interact with other objects if...
73 // 2) the object is not portable (either never or not currently)
74 // 3) the object is being hit from below (baguys don't get killed for activating boxes)
75 Portable* portable = dynamic_cast<Portable*> (&other);
76 MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
77 bool is_portable = ((portable != 0) && portable->is_portable());
78 bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
79 if(bouncing && !is_portable && hit_mo_from_below) {
82 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
87 // Coins get collected
88 Coin* coin = dynamic_cast<Coin*> (&other);
94 GrowUp* growup = dynamic_cast<GrowUp*> (&other);
105 Block::update(float elapsed_time)
110 float offset = original_y - get_pos().y;
111 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
112 bounce_dir = BOUNCY_BRICK_SPEED;
113 movement = Vector(0, bounce_dir * elapsed_time);
117 } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
118 movement = Vector(0, offset);
121 sprite->set_angle(0);
123 movement = Vector(0, bounce_dir * elapsed_time);
128 Block::draw(DrawingContext& context)
130 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
134 Block::start_bounce(GameObject* hitter)
136 if(original_y == -1){
137 original_y = bbox.p1.y;
140 bounce_dir = -BOUNCY_BRICK_SPEED;
143 MovingObject* hitter_mo = dynamic_cast<MovingObject*>(hitter);
145 float center_of_hitter = hitter_mo->get_bbox().get_middle().x;
146 float offset = (get_bbox().get_middle().x - center_of_hitter)*2 / get_bbox().get_width();
147 sprite->set_angle(BUMP_ROTATION_ANGLE*offset);
152 Block::start_break(GameObject* hitter)
154 start_bounce(hitter);
158 //---------------------------------------------------------------------------
160 BonusBlock::BonusBlock(const Vector& pos, int data) :
161 Block(sprite_manager->create("images/objects/bonus_block/bonusblock.sprite")),
166 sprite->set_action("normal");
168 case 1: contents = CONTENT_COIN; break;
169 case 2: contents = CONTENT_FIREGROW; break;
170 case 3: contents = CONTENT_STAR; break;
171 case 4: contents = CONTENT_1UP; break;
172 case 5: contents = CONTENT_ICEGROW; break;
174 log_warning << "Invalid box contents" << std::endl;
175 contents = CONTENT_COIN;
180 BonusBlock::BonusBlock(const Reader& lisp) :
181 Block(sprite_manager->create("images/objects/bonus_block/bonusblock.sprite")),
187 contents = CONTENT_COIN;
188 lisp::ListIterator iter(&lisp);
190 const std::string& token = iter.item();
192 iter.value()->get(pos.x);
193 } else if(token == "y") {
194 iter.value()->get(pos.y);
195 } else if(token == "contents") {
196 std::string contentstring;
197 iter.value()->get(contentstring);
198 if(contentstring == "coin") {
199 contents = CONTENT_COIN;
200 } else if(contentstring == "firegrow") {
201 contents = CONTENT_FIREGROW;
202 } else if(contentstring == "icegrow") {
203 contents = CONTENT_ICEGROW;
204 } else if(contentstring == "star") {
205 contents = CONTENT_STAR;
206 } else if(contentstring == "1up") {
207 contents = CONTENT_1UP;
208 } else if(contentstring == "custom") {
209 contents = CONTENT_CUSTOM;
211 log_warning << "Invalid box contents '" << contentstring << "'" << std::endl;
214 if(contents == CONTENT_CUSTOM) {
215 GameObject* game_object = create_object(token, *(iter.lisp()));
216 object = dynamic_cast<MovingObject*> (game_object);
218 throw std::runtime_error(
219 "Only MovingObjects are allowed inside BonusBlocks");
221 log_warning << "Invalid element '" << token << "' in bonusblock" << std::endl;
226 if(contents == CONTENT_CUSTOM && object == 0)
227 throw std::runtime_error("Need to specify content object for custom block");
232 BonusBlock::~BonusBlock()
238 BonusBlock::hit(Player& )
244 BonusBlock::collision(GameObject& other, const CollisionHit& hit){
246 Player* player = dynamic_cast<Player*> (&other);
248 if (player->does_buttjump) try_open();
251 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
253 // hit contains no information for collisions with blocks.
254 // Badguy's bottom has to be below the top of the block
255 // SHIFT_DELTA is required to slide over one tile gaps.
256 if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
260 Portable* portable = dynamic_cast<Portable*> (&other);
262 MovingObject* moving = dynamic_cast<MovingObject*> (&other);
263 if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
267 return Block::collision(other, hit);
271 BonusBlock::try_open()
273 if(sprite->get_action() == "empty") {
274 sound_manager->play("sounds/brick.wav");
278 Sector* sector = Sector::current();
280 assert(sector->player);
281 Player& player = *(sector->player);
282 Direction direction = (player.get_bbox().get_middle().x > get_bbox().get_middle().x) ? LEFT : RIGHT;
286 Sector::current()->add_object(new BouncyCoin(get_pos(), true));
287 player.get_status()->add_coins(1);
288 Sector::current()->get_level()->stats.coins++;
291 case CONTENT_FIREGROW:
292 if(player.get_status()->bonus == NO_BONUS) {
293 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
294 sector->add_object(riser);
296 SpecialRiser* riser = new SpecialRiser(
297 get_pos(), new Flower(FIRE_BONUS));
298 sector->add_object(riser);
300 sound_manager->play("sounds/upgrade.wav");
303 case CONTENT_ICEGROW:
304 if(player.get_status()->bonus == NO_BONUS) {
305 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
306 sector->add_object(riser);
308 SpecialRiser* riser = new SpecialRiser(
309 get_pos(), new Flower(ICE_BONUS));
310 sector->add_object(riser);
312 sound_manager->play("sounds/upgrade.wav");
316 sector->add_object(new Star(get_pos() + Vector(0, -32), direction));
320 sector->add_object(new OneUp(get_pos(), direction));
324 SpecialRiser* riser = new SpecialRiser(get_pos(), object);
326 sector->add_object(riser);
327 sound_manager->play("sounds/upgrade.wav");
331 start_bounce(&player);
332 sprite->set_action("empty");
338 Sector* sector = Sector::current();
340 new BrokenBrick(std::auto_ptr<Sprite>(new Sprite(*sprite)), get_pos(), Vector(-100, -400)));
342 new BrokenBrick(std::auto_ptr<Sprite>(new Sprite(*sprite)), get_pos() + Vector(0, 16),
343 Vector(-150, -300)));
345 new BrokenBrick(std::auto_ptr<Sprite>(new Sprite(*sprite)), get_pos() + Vector(16, 0),
348 new BrokenBrick(std::auto_ptr<Sprite>(new Sprite(*sprite)), get_pos() + Vector(16, 16),
353 IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
355 //---------------------------------------------------------------------------
357 Brick::Brick(const Vector& pos, int data)
358 : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), breakable(false),
369 Brick::hit(Player& player)
371 if(sprite->get_action() == "empty")
378 Brick::collision(GameObject& other, const CollisionHit& hit){
380 Player* player = dynamic_cast<Player*> (&other);
382 if (player->does_buttjump) try_break();
385 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
387 // hit contains no information for collisions with blocks.
388 // Badguy's bottom has to be below the top of the brick
389 // SHIFT_DELTA is required to slide over one tile gaps.
390 if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
394 Portable* portable = dynamic_cast<Portable*> (&other);
396 MovingObject* moving = dynamic_cast<MovingObject*> (&other);
397 if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
401 return Block::collision(other, hit);
405 Brick::try_break(Player* player)
407 if(sprite->get_action() == "empty")
410 sound_manager->play("sounds/brick.wav");
411 Sector* sector = Sector::current();
412 Player& player_one = *(sector->player);
413 if(coin_counter > 0) {
414 sector->add_object(new BouncyCoin(get_pos(),true));
416 player_one.get_status()->add_coins(1);
417 if(coin_counter == 0)
418 sprite->set_action("empty");
419 start_bounce(player);
420 } else if(breakable) {
422 if(player->is_big()){
426 start_bounce(player);
434 //IMPLEMENT_FACTORY(Brick, "brick");