Replaced Ref and RefCounter with std::shared_ptr<>
[supertux.git] / src / object / powerup.cpp
1 //  SuperTux
2 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
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.
8 //
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.
13 //
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/>.
16
17 #include "audio/sound_manager.hpp"
18 #include "math/random_generator.hpp"
19 #include "object/player.hpp"
20 #include "object/powerup.hpp"
21 #include "object/sprite_particle.hpp"
22 #include "scripting/level.hpp"
23 #include "sprite/sprite.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
28
29 #include <sstream>
30
31 PowerUp::PowerUp(const Reader& lisp) :
32   MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
33   physic(),
34   script(),
35   no_physics(),
36   light(0.0f,0.0f,0.0f),
37   lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
38 {
39   lisp.get("script", script);
40   no_physics = false;
41   lisp.get("disable-physics", no_physics);
42   physic.enable_gravity(true);
43   SoundManager::current()->preload("sounds/grow.ogg");
44   SoundManager::current()->preload("sounds/fire-flower.wav");
45   //set default light for glow effect for standard sprites
46   lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
47   lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
48   if (sprite_name == "images/powerups/egg/egg.sprite") {
49     lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
50   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
51     lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
52   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
53     lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
54   } else if (sprite_name == "images/powerups/star/star.sprite") {
55     lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
56   }
57
58 }
59
60 PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name_) :
61   MovingSprite(pos, sprite_name_, LAYER_OBJECTS, COLGROUP_MOVING),
62   physic(),
63   script(),
64   no_physics(false),
65   light(0.0f,0.0f,0.0f),
66   lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
67 {
68   physic.enable_gravity(true);
69   SoundManager::current()->preload("sounds/grow.ogg");
70   SoundManager::current()->preload("sounds/fire-flower.wav");
71   //set default light for glow effect for standard sprites
72   lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
73   lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
74   if (sprite_name == "images/powerups/egg/egg.sprite") {
75     lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
76   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
77     lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
78   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
79     lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
80   } else if (sprite_name == "images/powerups/star/star.sprite") {
81     lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
82   }
83 }
84
85 void
86 PowerUp::collision_solid(const CollisionHit& hit)
87 {
88   if(hit.bottom) {
89     physic.set_velocity_y(0);
90   }
91   if(hit.right || hit.left) {
92     physic.set_velocity_x(-physic.get_velocity_x());
93   }
94 }
95
96 HitResponse
97 PowerUp::collision(GameObject& other, const CollisionHit&)
98 {
99   Player* player = dynamic_cast<Player*>(&other);
100   if(player == 0)
101     return FORCE_MOVE;
102
103   if (script != "") {
104     std::istringstream stream(script);
105     Sector::current()->run_script(stream, "powerup-script");
106     remove_me();
107     return ABORT_MOVE;
108   }
109
110   // some defaults if no script has been set
111   if (sprite_name == "images/powerups/egg/egg.sprite") {
112     if(!player->add_bonus(GROWUP_BONUS, true))
113       return FORCE_MOVE;
114     SoundManager::current()->play("sounds/grow.ogg");
115   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
116     if(!player->add_bonus(FIRE_BONUS, true))
117       return FORCE_MOVE;
118     SoundManager::current()->play("sounds/fire-flower.wav");
119   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
120     if(!player->add_bonus(ICE_BONUS, true))
121       return FORCE_MOVE;
122     SoundManager::current()->play("sounds/fire-flower.wav");
123   } else if (sprite_name == "images/powerups/star/star.sprite") {
124     player->make_invincible();
125   } else if (sprite_name == "images/powerups/1up/1up.sprite") {
126     player->get_status()->add_coins(100);
127   } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
128     scripting::Level_flip_vertically();
129   }
130
131   remove_me();
132   return ABORT_MOVE;
133 }
134
135 void
136 PowerUp::update(float elapsed_time)
137 {
138   if (!no_physics)
139     movement = physic.get_movement(elapsed_time);
140   //Stars sparkle when close to Tux
141   if (sprite_name == "images/powerups/star/star.sprite"){
142     Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
143     if (player) {
144       float disp_x = player->get_bbox().p1.x - bbox.p1.x;
145       float disp_y = player->get_bbox().p1.y - bbox.p1.y;
146       if (disp_x*disp_x + disp_y*disp_y <= 256*256)
147       {
148         if (graphicsRandom.rand(0, 2) == 0) {
149           float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
150           float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
151           Vector ppos = Vector(px, py);
152           Vector pspeed = Vector(0, 0);
153           Vector paccel = Vector(0, 0);
154           Sector::current()->add_object(std::make_shared<SpriteParticle>(
155                                           "images/objects/particles/sparkle.sprite",
156                                           // draw bright sparkles when very close to Tux, dark sparkles when slightly further
157                                           (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
158                                           // make every other a longer sparkle to make trail a bit fuzzy
159                                           (size_t(game_time*20)%2) ? "small" : "medium" : "dark",
160                                           ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
161         }
162       }
163     }
164   }
165 }
166
167 void
168 PowerUp::draw(DrawingContext& context){
169   //Draw the Sprite.
170   sprite->draw(context, get_pos(), layer);
171   //Draw light when dark for defaults
172   context.get_light( get_bbox().get_middle(), &light );
173   if (light.red + light.green + light.blue < 3.0){
174     //Stars are brighter
175     if (sprite_name == "images/powerups/star/star.sprite") {
176       sprite->draw(context, get_pos(), layer);
177     }
178     context.push_target();
179     context.set_target(DrawingContext::LIGHTMAP);
180     lightsprite->draw(context, get_bbox().get_middle(), 0);
181     context.pop_target();
182   }
183 }
184 /* EOF */