a70560f316557e6d4b17f2e341e4d80b52b89a11
[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 "object/player.hpp"
19 #include "object/powerup.hpp"
20 #include "supertux/object_factory.hpp"
21 #include "supertux/sector.hpp"
22 #include "sprite/sprite.hpp"
23 #include "sprite/sprite_manager.hpp"
24 #include "util/reader.hpp"
25
26 #include <sstream>
27
28 PowerUp::PowerUp(const Reader& lisp) :
29   MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
30   physic(),
31   script(),
32   no_physics(),
33   light(0.0f,0.0f,0.0f),
34   lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
35 {
36   lisp.get("script", script);
37   no_physics = false;
38   lisp.get("disable-physics", no_physics);
39   physic.enable_gravity(true);
40   sound_manager->preload("sounds/grow.ogg");
41   sound_manager->preload("sounds/fire-flower.wav");
42   //set default light for glow effect for standard sprites
43   lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
44   lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
45   if (sprite_name == "images/powerups/egg/egg.sprite") {
46     lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
47   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
48     lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
49   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
50     lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
51   } else if (sprite_name == "images/powerups/star/star.sprite") {
52     lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
53   }
54
55 }
56
57 void
58 PowerUp::collision_solid(const CollisionHit& hit)
59 {
60   if(hit.bottom) {
61     physic.set_velocity_y(0);
62   }
63   if(hit.right || hit.left) {
64     physic.set_velocity_x(-physic.get_velocity_x());
65   }
66 }
67
68 HitResponse
69 PowerUp::collision(GameObject& other, const CollisionHit&)
70 {
71   Player* player = dynamic_cast<Player*>(&other);
72   if(player == 0)
73     return FORCE_MOVE;
74
75   if (script != "") {
76     std::istringstream stream(script);
77     Sector::current()->run_script(stream, "powerup-script");
78     remove_me();
79     return ABORT_MOVE;
80   }
81
82   // some defaults if no script has been set
83   if (sprite_name == "images/powerups/egg/egg.sprite") {
84     if(!player->add_bonus(GROWUP_BONUS, true))
85       return FORCE_MOVE;
86     sound_manager->play("sounds/grow.ogg");
87   } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
88     if(!player->add_bonus(FIRE_BONUS, true))
89       return FORCE_MOVE;
90     sound_manager->play("sounds/fire-flower.wav");
91   } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
92     if(!player->add_bonus(ICE_BONUS, true))
93       return FORCE_MOVE;
94     sound_manager->play("sounds/fire-flower.wav");
95   } else if (sprite_name == "images/powerups/star/star.sprite") {
96     player->make_invincible();
97   } else if (sprite_name == "images/powerups/1up/1up.sprite") {
98     player->get_status()->add_coins(100);
99   }
100
101   remove_me();
102   return ABORT_MOVE;
103 }
104
105 void
106 PowerUp::update(float elapsed_time)
107 {
108   if (!no_physics)
109     movement = physic.get_movement(elapsed_time);
110 }
111
112 void
113 PowerUp::draw(DrawingContext& context){
114   //Draw the Sprite.
115   sprite->draw(context, get_pos(), layer);
116   //Draw light when dark for defaults
117   context.get_light( get_bbox().get_middle(), &light );
118   if (light.red + light.green + light.blue < 3.0){
119     //Stars are brighter
120     if (sprite_name == "images/powerups/star/star.sprite") {
121       sprite->draw(context, get_pos(), layer);
122     }
123     context.push_target();
124     context.set_target(DrawingContext::LIGHTMAP);
125     lightsprite->draw(context, get_bbox().get_middle(), 0);
126     context.pop_target();
127   }
128 }
129 /* EOF */