4 // Copyright (C) 2005 Matthias Braun <matze@braunis.de>
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.
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.
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
26 #include "resources.hpp"
29 #include "sprite/sprite.hpp"
30 #include "sprite/sprite_manager.hpp"
31 #include "video/drawing_context.hpp"
32 #include "lisp/lisp.hpp"
33 #include "gameobjs.hpp"
34 #include "specialriser.hpp"
39 #include "player_status.hpp"
40 #include "badguy/badguy.hpp"
42 #include "object_factory.hpp"
43 #include "lisp/list_iterator.hpp"
44 #include "object_factory.hpp"
46 static const float BOUNCY_BRICK_MAX_OFFSET=8;
47 static const float BOUNCY_BRICK_SPEED=90;
48 static const float EPSILON = .0001;
50 Block::Block(Sprite* newsprite)
51 : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
53 bbox.set_size(32, 32.1);
54 set_group(COLGROUP_STATIC);
64 Block::collision(GameObject& other, const CollisionHit& hitdata)
66 Player* player = dynamic_cast<Player*> (&other);
68 // collided from below?
69 if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
75 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
79 Coin* coin = dynamic_cast<Coin*> (&other);
89 Block::update(float elapsed_time)
94 float offset = original_y - get_pos().y;
95 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
96 bounce_dir = BOUNCY_BRICK_SPEED;
97 movement = Vector(0, bounce_dir * elapsed_time);
98 } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
99 movement = Vector(0, offset);
103 movement = Vector(0, bounce_dir * elapsed_time);
108 Block::draw(DrawingContext& context)
110 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
114 Block::start_bounce()
116 original_y = bbox.p1.y;
118 bounce_dir = -BOUNCY_BRICK_SPEED;
122 //---------------------------------------------------------------------------
124 BonusBlock::BonusBlock(const Vector& pos, int data)
125 : Block(sprite_manager->create("bonusblock")), object(0)
128 sprite->set_action("normal");
130 case 1: contents = CONTENT_COIN; break;
131 case 2: contents = CONTENT_FIREGROW; break;
132 case 3: contents = CONTENT_STAR; break;
133 case 4: contents = CONTENT_1UP; break;
134 case 5: contents = CONTENT_ICEGROW; break;
136 std::cerr << "Invalid box contents!\n";
137 contents = CONTENT_COIN;
142 BonusBlock::BonusBlock(const lisp::Lisp& lisp)
143 : Block(sprite_manager->create("bonusblock"))
147 contents = CONTENT_COIN;
148 lisp::ListIterator iter(&lisp);
150 const std::string& token = iter.item();
152 iter.value()->get(pos.x);
153 } else if(token == "y") {
154 iter.value()->get(pos.y);
155 } else if(token == "contents") {
156 std::string contentstring;
157 iter.value()->get(contentstring);
158 if(contentstring == "coin") {
159 contents = CONTENT_COIN;
160 } else if(contentstring == "firegrow") {
161 contents = CONTENT_FIREGROW;
162 } else if(contentstring == "icegrow") {
163 contents = CONTENT_ICEGROW;
164 } else if(contentstring == "star") {
165 contents = CONTENT_STAR;
166 } else if(contentstring == "1up") {
167 contents = CONTENT_1UP;
168 } else if(contentstring == "custom") {
169 contents = CONTENT_CUSTOM;
171 std::cerr << "Invalid box contents '" << contentstring << "'.\n";
174 if(contents == CONTENT_CUSTOM) {
175 GameObject* game_object = create_object(token, *(iter.lisp()));
176 object = dynamic_cast<MovingObject*> (game_object);
178 throw std::runtime_error(
179 "Only MovingObjects are allowed inside BonusBlocks");
181 std::cerr << "Invalid element '" << token << "' in bonusblock.\n";
186 if(contents == CONTENT_CUSTOM && object == 0)
187 throw std::runtime_error("Need to specify content object for custom block");
192 BonusBlock::~BonusBlock()
198 BonusBlock::hit(Player& )
204 BonusBlock::try_open()
206 if(sprite->get_action_name() == "empty") {
207 sound_manager->play("sounds/brick.wav");
211 Sector* sector = Sector::current();
212 Player& player = *(sector->player);
215 Sector::current()->add_object(new BouncyCoin(get_pos()));
216 player.get_status()->incCoins();
219 case CONTENT_FIREGROW:
220 if(player.get_status()->bonus == NO_BONUS) {
221 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp());
222 sector->add_object(riser);
224 SpecialRiser* riser = new SpecialRiser(
225 get_pos(), new Flower(Flower::FIREFLOWER));
226 sector->add_object(riser);
228 sound_manager->play("sounds/upgrade.wav");
231 case CONTENT_ICEGROW:
232 if(player.get_status()->bonus == NO_BONUS) {
233 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp());
234 sector->add_object(riser);
236 SpecialRiser* riser = new SpecialRiser(
237 get_pos(), new Flower(Flower::ICEFLOWER));
238 sector->add_object(riser);
240 sound_manager->play("sounds/upgrade.wav");
244 sector->add_object(new Star(get_pos() + Vector(0, -32)));
248 sector->add_object(new OneUp(get_pos()));
252 SpecialRiser* riser = new SpecialRiser(get_pos(), object);
254 sector->add_object(riser);
255 sound_manager->play("sounds/upgrade.wav");
263 sprite->set_action("empty");
266 IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
268 //---------------------------------------------------------------------------
270 Brick::Brick(const Vector& pos, int data)
271 : Block(sprite_manager->create("brick")), breakable(false),
284 if(sprite->get_action_name() == "empty")
291 Brick::try_break(bool playerhit)
293 if(sprite->get_action_name() == "empty")
296 sound_manager->play("sounds/brick.wav");
297 Sector* sector = Sector::current();
298 Player& player = *(sector->player);
299 if(coin_counter > 0) {
300 sector->add_object(new BouncyCoin(get_pos()));
302 player.get_status()->incCoins();
303 if(coin_counter == 0)
304 sprite->set_action("empty");
306 } else if(breakable) {
307 if(playerhit && !player.is_big()) {
313 new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
315 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
316 Vector(-150, -300)));
318 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
321 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
327 //IMPLEMENT_FACTORY(Brick, "brick");