game/mario/blocks/simpleblocks.cpp

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#include "simpleblocks.hpp"
#include "../global_vars.hpp"
#include "../sprites.hpp"
#include "../objectids.hpp"
FloorBlock::FloorBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, FLOOR_SRC, true ) {
ensureCollision();
setId( FLOOR_ID );
}
HillInclineBlock::HillInclineBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_INCLINE_SRC,
false ) {
setId( HILL_INCLINE_ID );
}
HillDeclineBlock::HillDeclineBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_DECLINE_SRC,
false ) {
setId( HILL_INCLINE_ID );
}
HillDotsRightBlock::HillDotsRightBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_DOTS_RIGHT_SRC,
false ) {
setId( HILL_DOTS_RIGHT_ID );
}
HillDotsLeftBlock::HillDotsLeftBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_DOTS_LEFT_SRC,
false ) {
setId( HILL_DOTS_LEFT_ID );
}
HillFillBlock::HillFillBlock( int x, int y,
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std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_FILL_SRC,
false ) {
setId( HILL_FILL_ID );
}
HillTopBlock::HillTopBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, HILL_TOP_SRC, false ) {
setId( HILL_TOP_ID );
}
BushLeftBlock::BushLeftBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, BUSH_LEFT_SRC,
false ) {
setId( BUSH_LEFT_ID );
}
BushMiddleBlock::BushMiddleBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, BUSH_MIDDLE_SRC,
false ) {
setId( BUSH_MIDDLE_ID );
}
BushRightBlock::BushRightBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, BUSH_RIGHT_SRC,
false ) {
setId( BUSH_RIGHT_ID );
}
CloudLeftBottomBlock::CloudLeftBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CLOUD_LEFT_BOTTOM_SRC,
false ) {
setId( CLOUD_LEFT_BOTTOM_ID );
}
CloudMiddleBottomBlock::CloudMiddleBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
CLOUD_MIDDLE_BOTTOM_SRC, false ) {
setId( CLOUD_MIDDLE_BOTTOM_ID );
}
CloudRightBottomBlock::CloudRightBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CLOUD_RIGHT_BOTTOM_SRC,
false ) {
setId( CLOUD_RIGHT_BOTTOM_ID );
}
CloudLeftTopBlock::CloudLeftTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CLOUD_LEFT_TOP_SRC,
false ) {
setId( CLOUD_LEFT_TOP_ID );
}
CloudMiddleTopBlock::CloudMiddleTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CLOUD_MIDDLE_TOP_SRC,
false ) {
setId( CLOUD_MIDDLE_TOP_ID );
}
CloudRightTopBlock::CloudRightTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CLOUD_RIGHT_TOP_SRC,
false ) {
setId( CLOUD_RIGHT_TOP_ID );
}
PipeLeftBottomBlock::PipeLeftBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, PIPE_LEFT_BOTTOM_SRC,
false ) {
ensureCollision();
setId( PIPE_LEFT_BOTTOM_ID );
}
PipeRightBottomBlock::PipeRightBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, PIPE_RIGHT_BOTTOM_SRC,
false ) {
ensureCollision();
setId( PIPE_RIGHT_BOTTOM_ID );
}
PipeLeftTopBlock::PipeLeftTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, PIPE_LEFT_TOP_SRC,
false ) {
ensureCollision();
setId( PIPE_LEFT_TOP_ID );
}
PipeRightTopBlock::PipeRightTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, PIPE_RIGHT_TOP_SRC,
false ) {
ensureCollision();
setId( PIPE_RIGHT_TOP_ID );
}
CastleLeftBlock::CastleLeftBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CASTLE_LEFT_SRC,
false ) {
setId( CASTLE_LEFT_ID );
}
CastleRightBlock::CastleRightBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CASTLE_RIGHT_SRC,
false ) {
setId( CASTLE_RIGHT_ID );
}
CastleBlackBlock::CastleBlackBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CASTLE_BLACK_SRC,
false ) {
setId( CASTLE_BLACK_ID );
}
CastleEntryBlock::CastleEntryBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CASTLE_ENTRY_SRC,
false ) {
setId( CASTLE_ENTRY_ID );
}
CastleTowerBlock::CastleTowerBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CASTLE_TOWER_SRC,
false ) {
setId( CASTLE_TOWER_ID );
}
CastleTowerFilledBlock::CastleTowerFilledBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
CASTLE_TOWER_FILLED_SRC, false ) {
setId( CASTLE_TOWER_FILLED_ID );
}
VineTopBlock::VineTopBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, VINE_TOP_SRC, false ) {
ensureCollision();
setId( VINE_TOP_ID );
}
VineBottomBlock::VineBottomBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, VINE_BOTTOM_SRC,
false ) {
ensureCollision();
setId( VINE_BOTTOM_ID );
}
PoleTopBlock::PoleTopBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, POLE_TOP_SRC, false ) {
ensureCollision();
setId( POLE_TOP_ID );
}
PoleBottomBlock::PoleBottomBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, POLE_BOTTOM_SRC,
false ) {
ensureCollision();
setId( POLE_BOTTOM_ID );
}
FlagBlock::FlagBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, FLAG_SRC, false ) {
setId( FLAG_ID );
}
StepBlock::StepBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, STEP_SRC, true ) {
ensureCollision();
setId( STEP_ID );
}
BrickBlock::BrickBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, BRICK_SRC, true ) {
ensureCollision();
setId( BRICK_ID );
}
BrickTopBlock::BrickTopBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, BRICK_TOP_SRC, true ) {
ensureCollision();
setId( BRICK_TOP_ID );
}
SidewayPipeEndTopBlock::SidewayPipeEndTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_END_TOP_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_END_TOP_ID );
}
SidewayPipeEndBottomBlock::SidewayPipeEndBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_END_BOTTOM_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_END_BOTTOM_ID );
}
SidewayPipeMiddleTopBlock::SidewayPipeMiddleTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_MIDDLE_TOP_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_MIDDLE_TOP_ID );
}
SidewayPipeMiddleBottomBlock::SidewayPipeMiddleBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_MIDDLE_BOTTOM_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_MIDDLE_BOTTOM_ID );
}
SidewayPipeConnectorTopBlock::SidewayPipeConnectorTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_CONNECTOR_TOP_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_CONNECTOR_TOP_ID );
}
SidewayPipeConnectorBottomBlock::SidewayPipeConnectorBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_CONNECTOR_BOTTOM_SRC, false ) {
ensureCollision();
setId( SIDEWAY_PIPE_CONNECTOR_BOTTOM_ID );
}
TreePlatformTopLeftBlock::TreePlatformTopLeftBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_LEFT_SRC, false ) {
ensureCollision();
setId( TREE_PLATFORM_TOP_LEFT_ID );
}
TreePlatformTopMiddleBlock::TreePlatformTopMiddleBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_MIDDLE_SRC, false ) {
ensureCollision();
setId( TREE_PLATFORM_TOP_MIDDLE_ID );
}
TreePlatformTopRightBlock::TreePlatformTopRightBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_RIGHT_SRC, false ) {
ensureCollision();
setId( TREE_PLATFORM_TOP_RIGHT_ID );
}
TreePlatformBarkBlock::TreePlatformBarkBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, TREE_PLATFORM_BARK_SRC,
false ) {
ensureCollision();
setId( TREE_PLATFORM_BARK_ID );
}
WaterTopBlock::WaterTopBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, WATER_TOP_SRC,
false ) {
ensureCollision();
setId( WATER_TOP_ID );
}
WaterFillBlock::WaterFillBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, WATER_FILL_SRC,
false ) {
ensureCollision();
setId( WATER_FILL_ID );
}
MushroomPlatformTopLeftBlock::MushroomPlatformTopLeftBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_LEFT_SRC, false ) {
ensureCollision();
setId( MUSHROOM_PLATFORM_TOP_LEFT_ID );
}
MushroomPlatformTopMiddleBlock::MushroomPlatformTopMiddleBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_MIDDLE_SRC, false ) {
ensureCollision();
setId( MUSHROOM_PLATFORM_TOP_MIDDLE_ID );
}
MushroomPlatformTopRightBlock::MushroomPlatformTopRightBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_RIGHT_SRC, false ) {
ensureCollision();
setId( MUSHROOM_PLATFORM_TOP_RIGHT_ID );
}
MushroomPlatformBarkTopBlock::MushroomPlatformBarkTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_BARK_TOP_SRC, false ) {
ensureCollision();
setId( MUSHROOM_PLATFORM_BARK_TOP_ID );
}
MushroomPlatformBarkBottomBlock::MushroomPlatformBarkBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_BARK_BOTTOM_SRC, false ) {
ensureCollision();
setId( MUSHROOM_PLATFORM_BARK_BOTTOM_ID );
}
TreeBarkBlock::TreeBarkBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, TREE_BARK_SRC,
false ) {
ensureCollision();
setId( TREE_BARK_ID );
}
TreeLeavesSmallBlock::TreeLeavesSmallBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, TREE_LEAVES_SMALL_SRC,
false ) {
ensureCollision();
setId( TREE_LEAVES_SMALL_ID );
}
TreeLeavesTopBlock::TreeLeavesTopBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, TREE_LEAVES_TOP_SRC,
false ) {
ensureCollision();
setId( TREE_LEAVES_TOP_ID );
}
TreeLeavesBottomBlock::TreeLeavesBottomBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, TREE_LEAVES_BOTTOM_SRC,
false ) {
ensureCollision();
setId( TREE_LEAVES_BOTTOM_ID );
}
CannonTowerBlock::CannonTowerBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CANNON_TOWER_SRC,
false ) {
ensureCollision();
setId( CANNON_TOWER_ID );
}
CannonPedestalBlock::CannonPedestalBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CANNON_PEDESTAL_SRC,
false ) {
ensureCollision();
setId( CANNON_PEDESTAL_ID );
}
CannonBlock::CannonBlock( int x, int y,
std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_terrain_texture, CANNON_SRC, false ) {
ensureCollision();
setId( CANNON_ID );
}
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DestructibleModifierBlock::DestructibleModifierBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_mod_texture, MOD_DESTRUCTIBLE_SRC,
false ) {
setId( DESTRUCTIBLE_MODIFIER_ID );
}
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BackgroundModifierBlock::BackgroundModifierBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_mod_texture, MOD_BACKGROUND_SRC,
false ) {
setId( BACKGROUND_MODIFIER_ID );
}
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MushroomModifierBlock::MushroomModifierBlock(
int x, int y, std::shared_ptr< SDLPP::Renderer > &renderer )
: MarioBlock( x, y, renderer, g_mod_texture, MOD_MUSHROOM_SRC, false ) {
setId( MUSHROOM_MODIFIER_ID );
}