#include <config.h>
#include <math.h>
-#include "powerup.h"
-#include "resources.h"
-#include "player.h"
-#include "sprite/sprite_manager.h"
-#include "object_factory.h"
-#include "sector.h"
+#include "powerup.hpp"
+#include "resources.hpp"
+#include "player.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "object_factory.hpp"
+#include "sector.hpp"
+#include "scripting/script_interpreter.hpp"
+#include "msg.hpp"
PowerUp::PowerUp(const lisp::Lisp& lisp)
{
lisp.get("x", bbox.p1.x);
lisp.get("y", bbox.p1.y);
- lisp.get("type", type);
+ lisp.get("sprite", sprite_name);
+ lisp.get("script", script);
+ no_physics = false;
+ lisp.get("disable-physics", no_physics);
bbox.set_size(32, 32);
- sprite = sprite_manager->create(type);
+ sprite = sprite_manager->create(sprite_name);
physic.enable_gravity(true);
+
+ set_group(COLGROUP_MOVING);
}
PowerUp::~PowerUp()
}
Player* player = dynamic_cast<Player*>(&other);
- if(player != 0) {
- if (type == "egg") {
- player->set_bonus(GROWUP_BONUS, true);
- sound_manager->play_sound("grow");
- }
- else if (type == "fireflower") {
- player->set_bonus(FIRE_BONUS, true);
- sound_manager->play_sound("fire-flower");
- }
- else if (type == "star") {
- player->make_invincible();
- }
- else if (type == "1up") {
- player->get_status()->incLives();
- }
- remove_me();
-
+ if(player == 0)
+ return FORCE_MOVE;
+
+ remove_me();
+
+ if (script != "") {
+ ScriptInterpreter::add_script_object(Sector::current(), "powerup-script",
+ script);
return ABORT_MOVE;
}
- return FORCE_MOVE;
+ // some defaults if no script has been set
+ if (sprite_name == "images/powerups/egg/egg.sprite") {
+ player->set_bonus(GROWUP_BONUS, true);
+ sound_manager->play("sounds/grow.wav");
+ } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
+ player->set_bonus(FIRE_BONUS, true);
+ sound_manager->play("sounds/fire-flower.wav");
+ } else if (sprite_name == "images/powerups/star/star.sprite") {
+ player->make_invincible();
+ } else if (sprite_name == "images/powerups/1up/1up.sprite") {
+ player->get_status()->incLives();
+ }
+ return ABORT_MOVE;
}
void
PowerUp::update(float elapsed_time)
{
- movement = physic.get_movement(elapsed_time);
+ if (!no_physics)
+ movement = physic.get_movement(elapsed_time);
}
void