#include "special/sprite.h"
#include "special/sprite_manager.h"
#include "video/drawing_context.h"
+#include "lisp/lisp.h"
#include "gameobjs.h"
#include "specialriser.h"
#include "growup.h"
#include "flower.h"
#include "oneup.h"
#include "star.h"
+#include "player_status.h"
+#include "badguy/badguy.h"
+#include "coin.h"
+#include "object_factory.h"
static const float BOUNCY_BRICK_MAX_OFFSET=8;
static const float BOUNCY_BRICK_SPEED=90;
static const float EPSILON = .0001;
-Block::Block(const Vector& pos, Sprite* newsprite)
+Block::Block(Sprite* newsprite)
: sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
+ bbox.set_size(32, 32.1);
flags |= FLAG_SOLID;
- original_y = pos.y;
}
Block::~Block()
HitResponse
Block::collision(GameObject& other, const CollisionHit& hitdata)
{
- if(bouncing)
- return FORCE_MOVE;
-
- // TODO kill badguys when bumping them...
-
Player* player = dynamic_cast<Player*> (&other);
- if(!player)
- return ABORT_MOVE;
+ if(player) {
+ // collided from below?
+ if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+ hit(*player);
+ }
+ }
- // collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0
- && player->get_movement().y < 0) {
- hit(*player);
+ if(bouncing) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ badguy->kill_fall();
+ }
+ Coin* coin = dynamic_cast<Coin*> (&other);
+ if(coin) {
+ coin->collect();
+ }
}
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
void
float offset = original_y - get_pos().y;
if(offset > BOUNCY_BRICK_MAX_OFFSET) {
- bounce_dir *= -1;
+ bounce_dir = BOUNCY_BRICK_SPEED;
movement = Vector(0, bounce_dir * elapsed_time);
- } else if(offset < -EPSILON) {
+ } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
movement = Vector(0, offset);
bounce_dir = 0;
bouncing = false;
void
Block::start_bounce()
{
+ original_y = bbox.p1.y;
bouncing = true;
bounce_dir = -BOUNCY_BRICK_SPEED;
bounce_offset = 0;
//---------------------------------------------------------------------------
-BonusBlock::BonusBlock(const Vector& pos, int newdata)
- : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
+BonusBlock::BonusBlock(const Vector& pos, int data)
+ : Block(sprite_manager->create("bonusblock"))
+{
+ bbox.set_pos(pos);
+ sprite->set_action("normal");
+ switch(data) {
+ case 1: contents = CONTENT_COIN; break;
+ case 2: contents = CONTENT_FIREGROW; break;
+ case 3: contents = CONTENT_STAR; break;
+ case 4: contents = CONTENT_1UP; break;
+ case 5: contents = CONTENT_ICEGROW; break;
+ default:
+ std::cerr << "Invalid box contents!\n";
+ contents = CONTENT_COIN;
+ break;
+ }
+}
+
+BonusBlock::BonusBlock(const lisp::Lisp& lisp)
+ : Block(sprite_manager->create("bonusblock"))
+{
+ Vector pos;
+ lisp.get("x", pos.x);
+ lisp.get("y", pos.y);
+ bbox.set_pos(pos);
+
+ std::string contentstring;
+ contents = CONTENT_COIN;
+ if(lisp.get("contents", contentstring)) {
+ if(contentstring == "coin") {
+ contents = CONTENT_COIN;
+ } else if(contentstring == "firegrow") {
+ contents = CONTENT_FIREGROW;
+ } else if(contentstring == "icegrow") {
+ contents = CONTENT_ICEGROW;
+ } else if(contentstring == "star") {
+ contents = CONTENT_STAR;
+ } else if(contentstring == "1up") {
+ contents = CONTENT_1UP;
+ } else {
+ std::cerr << "Invalid box contents '" << contentstring << "'.\n";
+ }
+ }
+}
+
+void
+BonusBlock::hit(Player& )
{
- sprite->set_action("default");
+ try_open();
}
void
-BonusBlock::hit(Player& player)
+BonusBlock::try_open()
{
if(sprite->get_action_name() == "empty") {
SoundManager::get()->play_sound(IDToSound(SND_BRICK));
}
Sector* sector = Sector::current();
- switch(data) {
- case 1: // coin
+ Player& player = *(sector->player);
+ switch(contents) {
+ case CONTENT_COIN:
Sector::current()->add_object(new BouncyCoin(get_pos()));
- player.get_status().incCoins();
+ player.get_status()->incCoins();
break;
- case 2: // grow/fireflower
- if(player.size == SMALL) {
+ case CONTENT_FIREGROW:
+ if(player.get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(
new GrowUp(get_pos() + Vector(0, -32)));
sector->add_object(riser);
SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
break;
- case 5: // grow/iceflower
- if(player.size == SMALL) {
+ case CONTENT_ICEGROW:
+ if(player.get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(
new GrowUp(get_pos() + Vector(0, -32)));
sector->add_object(riser);
SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
break;
- case 3: // star
- sector->add_object(new Star(get_pos()));
+ case CONTENT_STAR:
+ sector->add_object(new Star(get_pos() + Vector(0, -32)));
break;
- case 4: // 1up
+ case CONTENT_1UP:
sector->add_object(new OneUp(get_pos()));
break;
sprite->set_action("empty");
}
+IMPLEMENT_FACTORY(BonusBlock, "bonusblock")
+
//---------------------------------------------------------------------------
Brick::Brick(const Vector& pos, int data)
- : Block(pos, sprite_manager->create("brick")), breakable(false),
+ : Block(sprite_manager->create("brick")), breakable(false),
coin_counter(0)
{
+ bbox.set_pos(pos);
if(data == 1)
coin_counter = 5;
else
}
void
-Brick::hit(Player& player)
+Brick::hit(Player& )
+{
+ if(sprite->get_action_name() == "empty")
+ return;
+
+ try_break(true);
+}
+
+void
+Brick::try_break(bool playerhit)
{
if(sprite->get_action_name() == "empty")
return;
SoundManager::get()->play_sound(IDToSound(SND_BRICK));
Sector* sector = Sector::current();
+ Player& player = *(sector->player);
if(coin_counter > 0) {
sector->add_object(new BouncyCoin(get_pos()));
coin_counter--;
- player.get_status().incCoins();
+ player.get_status()->incCoins();
if(coin_counter == 0)
sprite->set_action("empty");
start_bounce();
} else if(breakable) {
- if(player.size == SMALL) {
+ if(playerhit && !player.is_big()) {
start_bounce();
return;
}
}
}
+//IMPLEMENT_FACTORY(Brick, "brick")