+// $Id$
+//
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
-#include "block.h"
-#include "resources.h"
-#include "player.h"
-#include "sector.h"
-#include "special/sprite.h"
-#include "special/sprite_manager.h"
-#include "video/drawing_context.h"
-#include "gameobjs.h"
-#include "specialriser.h"
-#include "growup.h"
-#include "flower.h"
-#include "oneup.h"
-#include "star.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)
- : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
+#include "block.hpp"
+#include "log.hpp"
+
+#include <stdexcept>
+
+#include "resources.hpp"
+#include "player.hpp"
+#include "sector.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
+#include "lisp/lisp.hpp"
+#include "gameobjs.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;
+
+Block::Block(Sprite* newsprite)
+ : sprite(newsprite), bouncing(false), breaking(false), bounce_dir(0), bounce_offset(0)
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
- flags |= FLAG_SOLID;
- original_y = pos.y;
+ bbox.set_size(32, 32.1f);
+ set_group(COLGROUP_STATIC);
+ sound_manager->preload("sounds/upgrade.wav");
+ sound_manager->preload("sounds/brick.wav");
}
Block::~Block()
}
HitResponse
-Block::collision(GameObject& other, const CollisionHit& hitdata)
+Block::collision(GameObject& other, const CollisionHit& )
{
- if(bouncing)
- return FORCE_MOVE;
-
- // TODO kill badguys when bumping them...
-
Player* player = dynamic_cast<Player*> (&other);
- if(!player)
- return ABORT_MOVE;
-
- // collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0
- && player->get_movement().y < 0) {
- printf("hit.\n");
- hit(*player);
+ if(player) {
+ if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+ 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 SOLID;
}
void
-Block::action(float elapsed_time)
+Block::update(float elapsed_time)
{
if(!bouncing)
return;
-
+
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) {
+ if(breaking){
+ break_me();
+ }
+ } 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;
}
+void
+Block::start_break()
+{
+ start_bounce();
+ breaking = true;
+}
+
//---------------------------------------------------------------------------
-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("images/objects/bonus_block/bonusblock.sprite")), object(0)
+{
+ 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:
+ log_warning << "Invalid box contents" << std::endl;
+ contents = CONTENT_COIN;
+ break;
+ }
+}
+
+BonusBlock::BonusBlock(const lisp::Lisp& lisp)
+ : Block(sprite_manager->create("images/objects/bonus_block/bonusblock.sprite"))
+{
+ Vector pos;
+
+ contents = CONTENT_COIN;
+ lisp::ListIterator iter(&lisp);
+ while(iter.next()) {
+ const std::string& token = iter.item();
+ if(token == "x") {
+ iter.value()->get(pos.x);
+ } else if(token == "y") {
+ iter.value()->get(pos.y);
+ } else if(token == "contents") {
+ std::string contentstring;
+ iter.value()->get(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 if(contentstring == "custom") {
+ contents = CONTENT_CUSTOM;
+ } else {
+ log_warning << "Invalid box contents '" << contentstring << "'" << std::endl;
+ }
+ } else {
+ if(contents == CONTENT_CUSTOM) {
+ GameObject* game_object = create_object(token, *(iter.lisp()));
+ object = dynamic_cast<MovingObject*> (game_object);
+ if(object == 0)
+ throw std::runtime_error(
+ "Only MovingObjects are allowed inside BonusBlocks");
+ } else {
+ log_warning << "Invalid element '" << token << "' in bonusblock" << std::endl;
+ }
+ }
+ }
+
+ if(contents == CONTENT_CUSTOM && object == 0)
+ throw std::runtime_error("Need to specify content object for custom block");
+
+ bbox.set_pos(pos);
+}
+
+BonusBlock::~BonusBlock()
+{
+ delete object;
+}
+
+void
+BonusBlock::hit(Player& )
{
- sprite->set_action("default");
+ try_open();
+}
+
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ 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) ){
+ try_open();
+ }
+ }
+ return Block::collision(other, hit);
}
void
-BonusBlock::hit(Player& player)
+BonusBlock::try_open()
{
- if(sprite->get_action_name() == "empty") {
- SoundManager::get()->play_sound(IDToSound(SND_BRICK));
+ if(sprite->get_action() == "empty") {
+ sound_manager->play("sounds/brick.wav");
return;
}
-
+
Sector* sector = Sector::current();
- switch(data) {
- case 1: // coin
+ assert(sector);
+ assert(sector->player);
+ Player& player = *(sector->player);
+ Direction direction = (player.get_bbox().get_middle().x > get_bbox().get_middle().x) ? LEFT : RIGHT;
+
+ switch(contents) {
+ case CONTENT_COIN:
Sector::current()->add_object(new BouncyCoin(get_pos()));
- player.get_status().incCoins();
+ player.get_status()->add_coins(1);
+ Sector::current()->get_level()->stats.coins++;
break;
- case 2: // grow/fireflower
- if(player.size == SMALL) {
- SpecialRiser* riser = new SpecialRiser(
- new GrowUp(get_pos() + Vector(0, -32)));
+ case CONTENT_FIREGROW:
+ if(player.get_status()->bonus == NO_BONUS) {
+ SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
- new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
+ get_pos(), new Flower(FIRE_BONUS));
sector->add_object(riser);
}
- SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
+ sound_manager->play("sounds/upgrade.wav");
break;
- case 5: // grow/iceflower
- if(player.size == SMALL) {
- SpecialRiser* riser = new SpecialRiser(
- new GrowUp(get_pos() + Vector(0, -32)));
- sector->add_object(riser);
+ case CONTENT_ICEGROW:
+ if(player.get_status()->bonus == NO_BONUS) {
+ SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
+ sector->add_object(riser);
} else {
- SpecialRiser* riser = new SpecialRiser(
- new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
+ SpecialRiser* riser = new SpecialRiser(
+ get_pos(), new Flower(ICE_BONUS));
sector->add_object(riser);
- }
- SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
+ }
+ sound_manager->play("sounds/upgrade.wav");
break;
- case 3: // star
- sector->add_object(new Star(get_pos()));
+ case CONTENT_STAR:
+ sector->add_object(new Star(get_pos() + Vector(0, -32), direction));
break;
- case 4: // 1up
- sector->add_object(new OneUp(get_pos()));
+ case CONTENT_1UP:
+ sector->add_object(new OneUp(get_pos(), direction));
break;
- default:
- assert(false);
+ case CONTENT_CUSTOM:
+ SpecialRiser* riser = new SpecialRiser(get_pos(), object);
+ object = 0;
+ sector->add_object(riser);
+ sound_manager->play("sounds/upgrade.wav");
+ break;
}
start_bounce();
sprite->set_action("empty");
}
+void
+Block::break_me()
+{
+ Sector* sector = Sector::current();
+ sector->add_object(
+ new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
+ sector->add_object(
+ new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
+ Vector(-150, -300)));
+ sector->add_object(
+ new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
+ Vector(100, -400)));
+ sector->add_object(
+ new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
+ Vector(150, -300)));
+ remove_me();
+}
+
+IMPLEMENT_FACTORY(BonusBlock, "bonusblock");
+
//---------------------------------------------------------------------------
Brick::Brick(const Vector& pos, int data)
- : Block(pos, sprite_manager->create("brick")), breakable(false),
+ : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), 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() == "empty")
+ return;
+
+ try_break(true);
+}
+
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ 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 ) ){
+ try_break(false);
+ }
+ }
+ return Block::collision(other, hit);
+}
+
+void
+Brick::try_break(bool playerhit)
{
- if(sprite->get_action_name() == "empty")
+ if(sprite->get_action() == "empty")
return;
-
- SoundManager::get()->play_sound(IDToSound(SND_BRICK));
+
+ sound_manager->play("sounds/brick.wav");
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()->add_coins(1);
if(coin_counter == 0)
sprite->set_action("empty");
start_bounce();
} else if(breakable) {
- if(player.size == SMALL) {
- start_bounce();
- return;
+ if(playerhit){
+ if(player.is_big()){
+ start_break();
+ return;
+ } else {
+ start_bounce();
+ return;
+ }
}
-
- sector->add_object(
- new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
- sector->add_object(
- new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
- Vector(-150, -300)));
- sector->add_object(
- new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
- Vector(100, -400)));
- sector->add_object(
- new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
- Vector(150, -300)));
- remove_me();
+ break_me();
}
}
+//IMPLEMENT_FACTORY(Brick, "brick");