* Coins inside boxes are now being counted. (We'll have to decide if we want the...
[supertux.git] / src / object / oneup.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20 #include <config.h>
21
22 #include "oneup.hpp"
23 #include "resources.hpp"
24 #include "player.hpp"
25 #include "player_status.hpp"
26 #include "sector.hpp"
27 #include "level.hpp"
28 #include "statistics.hpp"
29 #include "video/drawing_context.hpp"
30
31 OneUp::OneUp(const Vector& pos, Direction direction)
32         : MovingSprite(pos, "images/powerups/1up/1up.sprite", LAYER_FLOATINGOBJECTS, COLGROUP_TOUCHABLE)
33 {
34   physic.set_velocity((direction == LEFT)?-100:100, -400);
35 }
36
37 void
38 OneUp::update(float elapsed_time)
39 {
40   if(!Sector::current()->inside(bbox))
41     remove_me();
42
43   movement = physic.get_movement(elapsed_time);
44 }
45
46 HitResponse
47 OneUp::collision(GameObject& other, const CollisionHit& )
48 {
49   Player* player = dynamic_cast<Player*> (&other);
50   if(player) {
51     player->get_status()->add_coins(100);
52 #if 0
53     // FIXME: do we want this? q.v. src/level.cpp
54     Sector::current()->get_level()->stats.coins += 100;
55 #endif
56     remove_me();
57     return ABORT_MOVE;
58   }
59   return FORCE_MOVE;
60 }