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);
63 Block::collision(GameObject& other, const CollisionHit& hitdata)
65 Player* player = dynamic_cast<Player*> (&other);
67 // collided from below?
68 if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
74 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
78 Coin* coin = dynamic_cast<Coin*> (&other);
88 Block::update(float elapsed_time)
93 float offset = original_y - get_pos().y;
94 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
95 bounce_dir = BOUNCY_BRICK_SPEED;
96 movement = Vector(0, bounce_dir * elapsed_time);
97 } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
98 movement = Vector(0, offset);
102 movement = Vector(0, bounce_dir * elapsed_time);
107 Block::draw(DrawingContext& context)
109 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
113 Block::start_bounce()
115 original_y = bbox.p1.y;
117 bounce_dir = -BOUNCY_BRICK_SPEED;
121 //---------------------------------------------------------------------------
123 BonusBlock::BonusBlock(const Vector& pos, int data)
124 : Block(sprite_manager->create("bonusblock")), object(0)
127 sprite->set_action("normal");
129 case 1: contents = CONTENT_COIN; break;
130 case 2: contents = CONTENT_FIREGROW; break;
131 case 3: contents = CONTENT_STAR; break;
132 case 4: contents = CONTENT_1UP; break;
133 case 5: contents = CONTENT_ICEGROW; break;
135 std::cerr << "Invalid box contents!\n";
136 contents = CONTENT_COIN;
141 BonusBlock::BonusBlock(const lisp::Lisp& lisp)
142 : Block(sprite_manager->create("bonusblock"))
146 contents = CONTENT_COIN;
147 lisp::ListIterator iter(&lisp);
149 const std::string& token = iter.item();
151 iter.value()->get(pos.x);
152 } else if(token == "y") {
153 iter.value()->get(pos.y);
154 } else if(token == "contents") {
155 std::string contentstring;
156 iter.value()->get(contentstring);
157 if(contentstring == "coin") {
158 contents = CONTENT_COIN;
159 } else if(contentstring == "firegrow") {
160 contents = CONTENT_FIREGROW;
161 } else if(contentstring == "icegrow") {
162 contents = CONTENT_ICEGROW;
163 } else if(contentstring == "star") {
164 contents = CONTENT_STAR;
165 } else if(contentstring == "1up") {
166 contents = CONTENT_1UP;
167 } else if(contentstring == "custom") {
168 contents = CONTENT_CUSTOM;
170 std::cerr << "Invalid box contents '" << contentstring << "'.\n";
173 if(contents == CONTENT_CUSTOM) {
174 GameObject* game_object = create_object(token, *(iter.lisp()));
175 object = dynamic_cast<MovingObject*> (game_object);
177 throw std::runtime_error(
178 "Only MovingObjects are allowed inside BonusBlocks");
180 std::cerr << "Invalid element '" << token << "' in bonusblock.\n";
185 if(contents == CONTENT_CUSTOM && object == 0)
186 throw std::runtime_error("Need to specify content object for custom block");
191 BonusBlock::~BonusBlock()
197 BonusBlock::hit(Player& )
203 BonusBlock::try_open()
205 if(sprite->get_action_name() == "empty") {
206 sound_manager->play("sounds/brick.wav");
210 Sector* sector = Sector::current();
211 Player& player = *(sector->player);
214 Sector::current()->add_object(new BouncyCoin(get_pos()));
215 player.get_status()->incCoins();
218 case CONTENT_FIREGROW:
219 if(player.get_status()->bonus == NO_BONUS) {
220 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp());
221 sector->add_object(riser);
223 SpecialRiser* riser = new SpecialRiser(
224 get_pos(), new Flower(Flower::FIREFLOWER));
225 sector->add_object(riser);
227 sound_manager->play("sounds/upgrade.wav");
230 case CONTENT_ICEGROW:
231 if(player.get_status()->bonus == NO_BONUS) {
232 SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp());
233 sector->add_object(riser);
235 SpecialRiser* riser = new SpecialRiser(
236 get_pos(), new Flower(Flower::ICEFLOWER));
237 sector->add_object(riser);
239 sound_manager->play("sounds/upgrade.wav");
243 sector->add_object(new Star(get_pos() + Vector(0, -32)));
247 sector->add_object(new OneUp(get_pos()));
251 SpecialRiser* riser = new SpecialRiser(get_pos(), object);
253 sector->add_object(riser);
254 sound_manager->play("sounds/upgrade.wav");
262 sprite->set_action("empty");
265 IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
267 //---------------------------------------------------------------------------
269 Brick::Brick(const Vector& pos, int data)
270 : Block(sprite_manager->create("brick")), breakable(false),
283 if(sprite->get_action_name() == "empty")
290 Brick::try_break(bool playerhit)
292 if(sprite->get_action_name() == "empty")
295 sound_manager->play("sounds/brick.wav");
296 Sector* sector = Sector::current();
297 Player& player = *(sector->player);
298 if(coin_counter > 0) {
299 sector->add_object(new BouncyCoin(get_pos()));
301 player.get_status()->incCoins();
302 if(coin_counter == 0)
303 sprite->set_action("empty");
305 } else if(breakable) {
306 if(playerhit && !player.is_big()) {
312 new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
314 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
315 Vector(-150, -300)));
317 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
320 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
326 //IMPLEMENT_FACTORY(Brick, "brick");