Set 'licence' attribute on sound files
[supertux.git] / src / object / block.cpp
index bb309f0..3d5d887 100644 (file)
 #include <config.h>
 
 #include "block.hpp"
+
 #include "log.hpp"
 
 #include <stdexcept>
 
-#include "resources.hpp"
+#include "audio/sound_manager.hpp"
+#include "badguy/badguy.hpp"
+#include "constants.hpp"
+#include "coin.hpp"
+#include "flower.hpp"
+#include "gameobjs.hpp"
+#include "growup.hpp"
+#include "level.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/list_iterator.hpp"
+#include "moving_object.hpp"
+#include "object_factory.hpp"
+#include "oneup.hpp"
 #include "player.hpp"
+#include "portable.hpp"
 #include "sector.hpp"
+#include "specialriser.hpp"
 #include "sprite/sprite.hpp"
 #include "sprite/sprite_manager.hpp"
-#include "video/drawing_context.hpp"
-#include "lisp/lisp.hpp"
-#include "gameobjs.hpp"
-#include "portable.hpp"
-#include "specialriser.hpp"
-#include "growup.hpp"
-#include "flower.hpp"
-#include "oneup.hpp"
 #include "star.hpp"
-#include "player_status.hpp"
-#include "badguy/badguy.hpp"
-#include "coin.hpp"
-#include "object_factory.hpp"
-#include "lisp/list_iterator.hpp"
-#include "object_factory.hpp"
-#include "level.hpp"
 
 static const float BOUNCY_BRICK_MAX_OFFSET = 8;
 static const float BOUNCY_BRICK_SPEED = 90;
 static const float EPSILON = .0001f;
+static const float BUMP_ROTATION_ANGLE = 10;
 
 Block::Block(Sprite* newsprite)
-  : sprite(newsprite), bouncing(false), breaking(false), bounce_dir(0), bounce_offset(0)
+  : sprite(newsprite), bouncing(false), breaking(false), bounce_dir(0), bounce_offset(0), original_y(-1)
 {
   bbox.set_size(32, 32.1f);
   set_group(COLGROUP_STATIC);
@@ -69,17 +70,20 @@ Block::collision(GameObject& other, const CollisionHit& )
 {
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
-    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+    if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
       hit(*player);
     }
   }
 
   // only interact with other objects if...
   //   1) we are bouncing
-  // and
   //   2) the object is not portable (either never or not currently)
+  //   3) the object is being hit from below (baguys don't get killed for activating boxes)
   Portable* portable = dynamic_cast<Portable*> (&other);
-  if(bouncing && (portable == 0 || (!portable->is_portable()))) {
+  MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
+  bool is_portable = ((portable != 0) && portable->is_portable());
+  bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
+  if(bouncing && !is_portable && hit_mo_from_below) {
 
     // Badguys get killed
     BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
@@ -92,6 +96,12 @@ Block::collision(GameObject& other, const CollisionHit& )
     if(coin) {
       coin->collect();
     }
+    
+    //Eggs get jumped
+    GrowUp* growup = dynamic_cast<GrowUp*> (&other);
+    if(growup) {
+      growup->do_jump();
+    }
 
   }
 
@@ -115,6 +125,7 @@ Block::update(float elapsed_time)
     movement = Vector(0, offset);
     bounce_dir = 0;
     bouncing = false;
+    sprite->set_angle(0);
   } else {
     movement = Vector(0, bounce_dir * elapsed_time);
   }
@@ -127,18 +138,27 @@ Block::draw(DrawingContext& context)
 }
 
 void
-Block::start_bounce()
+Block::start_bounce(GameObject* hitter)
 {
-  original_y = bbox.p1.y;
+  if(original_y == -1){
+    original_y = bbox.p1.y;
+  }
   bouncing = true;
   bounce_dir = -BOUNCY_BRICK_SPEED;
   bounce_offset = 0;
+
+  MovingObject* hitter_mo = dynamic_cast<MovingObject*>(hitter);
+  if (hitter_mo) {
+    float center_of_hitter = hitter_mo->get_bbox().get_middle().x;
+    float offset = (get_bbox().get_middle().x - center_of_hitter)*2 / get_bbox().get_width();
+    sprite->set_angle(BUMP_ROTATION_ANGLE*offset);
+  }
 }
 
 void
-Block::start_break()
+Block::start_break(GameObject* hitter)
 {
-  start_bounce();
+  start_bounce(hitter);
   breaking = true;
 }
 
@@ -229,15 +249,15 @@ BonusBlock::collision(GameObject& other, const CollisionHit& hit){
     if(badguy) {
       // hit contains no information for collisions with blocks.
       // Badguy's bottom has to be below the top of the bonusblock
-      // +7 is required to slide over one tile gaps.
-      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
+      // SHIFT_DELTA is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA) ){
         try_open();
       }
     }
     Portable* portable = dynamic_cast<Portable*> (&other);
     if(portable) {
       MovingObject* moving = dynamic_cast<MovingObject*> (&other);
-      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
         try_open();
       }
     }
@@ -260,7 +280,7 @@ BonusBlock::try_open()
 
   switch(contents) {
     case CONTENT_COIN:
-      Sector::current()->add_object(new BouncyCoin(get_pos()));
+      Sector::current()->add_object(new BouncyCoin(get_pos(), true));
       player.get_status()->add_coins(1);
       Sector::current()->get_level()->stats.coins++;
       break;
@@ -305,7 +325,7 @@ BonusBlock::try_open()
       break;
   }
 
-  start_bounce();
+  start_bounce(&player);
   sprite->set_action("empty");
 }
 
@@ -363,15 +383,15 @@ Brick::collision(GameObject& other, const CollisionHit& hit){
     if(badguy) {
       // hit contains no information for collisions with blocks.
       // Badguy's bottom has to be below the top of the brick
-      // +7 is required to slide over one tile gaps.
-      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
+      // SHIFT_DELTA is required to slide over one tile gaps.
+      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
         try_break();
       }
     }
     Portable* portable = dynamic_cast<Portable*> (&other);
     if(portable) {
       MovingObject* moving = dynamic_cast<MovingObject*> (&other);
-      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
         try_break();
       }
     }
@@ -388,19 +408,19 @@ Brick::try_break(Player* player)
   Sector* sector = Sector::current();
   Player& player_one = *(sector->player);
   if(coin_counter > 0) {
-    sector->add_object(new BouncyCoin(get_pos()));
+    sector->add_object(new BouncyCoin(get_pos(),true));
     coin_counter--;
     player_one.get_status()->add_coins(1);
     if(coin_counter == 0)
       sprite->set_action("empty");
-    start_bounce();
+    start_bounce(player);
   } else if(breakable) {
     if(player){
       if(player->is_big()){
-        start_break();
+        start_break(player);
         return;
       } else {
-        start_bounce();
+        start_bounce(player);
         return;
       }
     }