patch contributed by markos_64:
[supertux.git] / src / object / block.cpp
1 #include <config.h>
2
3 #include "block.h"
4 #include "resources.h"
5 #include "player.h"
6 #include "sector.h"
7 #include "special/sprite.h"
8 #include "special/sprite_manager.h"
9 #include "video/drawing_context.h"
10 #include "gameobjs.h"
11 #include "specialriser.h"
12 #include "growup.h"
13 #include "flower.h"
14 #include "oneup.h"
15 #include "star.h"
16 #include "badguy/badguy.h"
17 #include "coin.h"
18
19 static const float BOUNCY_BRICK_MAX_OFFSET=8;
20 static const float BOUNCY_BRICK_SPEED=90;
21 static const float EPSILON = .0001;
22
23 Block::Block(const Vector& pos, Sprite* newsprite)
24   : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
25 {
26   bbox.set_pos(pos);
27   bbox.set_size(32, 32);
28   flags |= FLAG_SOLID;
29   original_y = pos.y;
30 }
31
32 Block::~Block()
33 {
34   delete sprite;
35 }
36
37 HitResponse
38 Block::collision(GameObject& other, const CollisionHit& hitdata)
39 {
40   Player* player = dynamic_cast<Player*> (&other);
41   if(player) {
42     // collided from below?
43     if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
44       hit(*player);
45     }
46   }
47
48   if(bouncing) {
49     BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
50     if(badguy) {
51       badguy->kill_fall();
52     }
53     Coin* coin = dynamic_cast<Coin*> (&other);
54     if(coin) {
55       coin->collect();
56     }
57   }
58
59   return FORCE_MOVE;
60 }
61
62 void
63 Block::action(float elapsed_time)
64 {
65   if(!bouncing)
66     return;
67   
68   float offset = original_y - get_pos().y;
69   if(offset > BOUNCY_BRICK_MAX_OFFSET) {
70     bounce_dir = BOUNCY_BRICK_SPEED;
71     movement = Vector(0, bounce_dir * elapsed_time);
72   } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
73     movement = Vector(0, offset);
74     bounce_dir = 0;
75     bouncing = false;
76   } else {
77     movement = Vector(0, bounce_dir * elapsed_time);
78   }
79 }
80
81 void
82 Block::draw(DrawingContext& context)
83 {
84   sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
85 }
86
87 void
88 Block::start_bounce()
89 {
90   bouncing = true;
91   bounce_dir = -BOUNCY_BRICK_SPEED;
92   bounce_offset = 0;
93 }
94
95 //---------------------------------------------------------------------------
96
97 BonusBlock::BonusBlock(const Vector& pos, int newdata)
98   : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
99 {
100   sprite->set_action("default");
101 }
102
103 void
104 BonusBlock::hit(Player& player)
105 {
106   if(sprite->get_action_name() == "empty") {
107     SoundManager::get()->play_sound(IDToSound(SND_BRICK));
108     return;
109   }
110   
111   Sector* sector = Sector::current();
112   switch(data) {
113     case 1: // coin
114       Sector::current()->add_object(new BouncyCoin(get_pos()));
115       player.get_status().incCoins();
116       break;
117
118     case 2: // grow/fireflower
119       if(player.size == SMALL) {
120         SpecialRiser* riser = new SpecialRiser(
121             new GrowUp(get_pos() + Vector(0, -32)));
122         sector->add_object(riser);
123       } else {
124         SpecialRiser* riser = new SpecialRiser(
125             new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
126         sector->add_object(riser);
127       }
128       SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
129       break;
130
131     case 5: // grow/iceflower
132       if(player.size == SMALL) {
133         SpecialRiser* riser = new SpecialRiser(
134             new GrowUp(get_pos() + Vector(0, -32)));
135         sector->add_object(riser);                                            
136       } else {
137         SpecialRiser* riser = new SpecialRiser(                               
138             new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
139         sector->add_object(riser);
140       }      
141       SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
142       break;
143
144     case 3: // star
145       sector->add_object(new Star(get_pos() + Vector(0, -32)));
146       break;
147
148     case 4: // 1up
149       sector->add_object(new OneUp(get_pos()));
150       break;
151
152     default:
153       assert(false);
154   }
155
156   start_bounce();
157   sprite->set_action("empty");
158 }
159
160 //---------------------------------------------------------------------------
161
162 Brick::Brick(const Vector& pos, int data)
163   : Block(pos, sprite_manager->create("brick")), breakable(false),
164     coin_counter(0)
165 {
166   if(data == 1)
167     coin_counter = 5;
168   else
169     breakable = true;
170 }
171
172 void
173 Brick::hit(Player& player)
174 {
175   if(sprite->get_action_name() == "empty")
176     return;
177   
178   SoundManager::get()->play_sound(IDToSound(SND_BRICK));
179   Sector* sector = Sector::current();
180   if(coin_counter > 0) {
181     sector->add_object(new BouncyCoin(get_pos()));
182     coin_counter--;
183     player.get_status().incCoins();
184     if(coin_counter == 0)
185       sprite->set_action("empty");
186     start_bounce();
187   } else if(breakable) {
188     if(player.size == SMALL) {
189       start_bounce();
190       return;
191     }
192
193     sector->add_object(
194         new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
195     sector->add_object(
196         new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
197           Vector(-150, -300)));
198     sector->add_object(
199         new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
200           Vector(100, -400)));
201     sector->add_object(
202         new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
203           Vector(150, -300)));
204     remove_me();
205   }
206 }
207