gameplay improvements
[supertux.git] / src / world.c
1 //
2 // C Implementation: world
3 //
4 // Description:
5 //
6 //
7 // Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
8 //
9 // Copyright: See COPYING file that comes with this distribution
10 //
11 //
12
13 #include <stdlib.h>
14 #include <string.h>
15 #include "globals.h"
16 #include "scene.h"
17 #include "screen.h"
18 #include "defines.h"
19 #include "world.h"
20
21 texture_type img_distro[4];
22
23 void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
24 {
25   pbouncy_distro->base.alive = YES;
26   pbouncy_distro->base.x = x;
27   pbouncy_distro->base.y = y;
28   pbouncy_distro->base.ym = -2;
29 }
30
31 void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
32 {
33   if (pbouncy_distro->base.alive)
34     {
35       pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
36
37       pbouncy_distro->base.ym += 0.1 * frame_ratio;
38
39       if (pbouncy_distro->base.ym >= 0)
40         pbouncy_distro->base.alive = NO;
41     }
42 }
43
44 void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
45 {
46   if (pbouncy_distro->base.alive)
47     {
48       texture_draw(&img_distro[0],
49                    pbouncy_distro->base.x - scroll_x,
50                    pbouncy_distro->base.y,
51                    NO_UPDATE);
52     }
53 }
54
55 void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
56 {
57   pbroken_brick->base.alive = YES;
58   pbroken_brick->base.x = x;
59   pbroken_brick->base.y = y;
60   pbroken_brick->base.xm = xm;
61   pbroken_brick->base.ym = ym;
62   timer_start(&pbroken_brick->timer,200);
63 }
64
65 void broken_brick_action(broken_brick_type* pbroken_brick)
66 {
67   if (pbroken_brick->base.alive)
68     {
69       pbroken_brick->base.x = pbroken_brick->base.x + pbroken_brick->base.xm * frame_ratio;
70       pbroken_brick->base.y = pbroken_brick->base.y + pbroken_brick->base.ym * frame_ratio;
71
72       if (!timer_check(&pbroken_brick->timer))
73         pbroken_brick->base.alive = NO;
74     }
75 }
76
77 void broken_brick_draw(broken_brick_type* pbroken_brick)
78 {
79 SDL_Rect src, dest;
80   if (pbroken_brick->base.alive)
81     {
82       src.x = rand() % 16;
83       src.y = rand() % 16;
84       src.w = 16;
85       src.h = 16;
86
87       dest.x = (int)(pbroken_brick->base.x - scroll_x);
88       dest.y = (int)pbroken_brick->base.y;
89       dest.w = 16;
90       dest.h = 16;
91
92       texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
93     }
94 }
95
96 void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
97 {
98   pbouncy_brick->base.alive = YES;
99   pbouncy_brick->base.x = x;
100   pbouncy_brick->base.y = y;
101   pbouncy_brick->offset = 0;
102   pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
103   pbouncy_brick->shape = shape(x, y);
104 }
105
106 void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
107 {
108
109   if (pbouncy_brick->base.alive)
110     {
111
112       pbouncy_brick->offset = (pbouncy_brick->offset +
113                                pbouncy_brick->offset_m * frame_ratio);
114
115       /* Go back down? */
116
117       if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
118         pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
119
120
121       /* Stop bouncing? */
122
123       if (pbouncy_brick->offset >= 0)
124         pbouncy_brick->base.alive = NO;
125     }
126 }
127
128 void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
129 {
130   int s;
131   SDL_Rect dest;
132   
133   if (pbouncy_brick->base.alive)
134     {
135       if (pbouncy_brick->base.x >= scroll_x - 32 &&
136           pbouncy_brick->base.x <= scroll_x + screen->w)
137         {
138           dest.x = (int)(pbouncy_brick->base.x - scroll_x);
139           dest.y = (int)pbouncy_brick->base.y;
140           dest.w = 32;
141           dest.h = 32;
142
143           if(current_level.bkgd_image[0] == '\0')
144             {
145               fillrect(pbouncy_brick->base.x - scroll_x,pbouncy_brick->base.y,32,32,current_level.bkgd_red,current_level.bkgd_green,
146                        current_level.bkgd_blue,0);
147             }
148           else
149             {
150               s = (int)scroll_x / 30;
151               texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
152             }
153
154           drawshape(pbouncy_brick->base.x - scroll_x,
155                     pbouncy_brick->base.y + pbouncy_brick->offset,
156                     pbouncy_brick->shape);
157         }
158     }
159 }
160
161 void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
162 {
163   pfloating_score->base.alive = YES;
164   pfloating_score->base.x = x;
165   pfloating_score->base.y = y - 16;
166   timer_start(&pfloating_score->timer,1000);
167   pfloating_score->value = s;
168 }
169
170 void floating_score_action(floating_score_type* pfloating_score)
171 {
172   if (pfloating_score->base.alive)
173     {
174       pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
175
176       if(!timer_check(&pfloating_score->timer))
177         pfloating_score->base.alive = NO;
178     }
179 }
180
181 void floating_score_draw(floating_score_type* pfloating_score)
182 {
183   if (pfloating_score->base.alive)
184     {
185       char str[10];
186       sprintf(str, "%d", pfloating_score->value);
187       text_draw(&gold_text, str, (int)pfloating_score->base.x + 16 - strlen(str) * 8, (int)pfloating_score->base.y, 1, NO_UPDATE);
188     }
189 }
190