- replaced YES/NO with true/false
[supertux.git] / src / world.cpp
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.x = x;
26   pbouncy_distro->base.y = y;
27   pbouncy_distro->base.ym = -2;
28 }
29
30 void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
31 {
32       pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
33
34       pbouncy_distro->base.ym += 0.1 * frame_ratio;
35
36       if (pbouncy_distro->base.ym >= 0)
37        bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
38 }
39
40 void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
41 {
42       texture_draw(&img_distro[0],
43                    pbouncy_distro->base.x - scroll_x,
44                    pbouncy_distro->base.y,
45                    NO_UPDATE);
46 }
47
48 void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
49 {
50   pbroken_brick->base.x = x;
51   pbroken_brick->base.y = y;
52   pbroken_brick->base.xm = xm;
53   pbroken_brick->base.ym = ym;
54   timer_init(&pbroken_brick->timer, true);
55   timer_start(&pbroken_brick->timer,200);
56 }
57
58 void broken_brick_action(broken_brick_type* pbroken_brick)
59 {
60       pbroken_brick->base.x = pbroken_brick->base.x + pbroken_brick->base.xm * frame_ratio;
61       pbroken_brick->base.y = pbroken_brick->base.y + pbroken_brick->base.ym * frame_ratio;
62
63       if (!timer_check(&pbroken_brick->timer))
64         broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
65 }
66
67 void broken_brick_draw(broken_brick_type* pbroken_brick)
68 {
69 SDL_Rect src, dest;
70       src.x = rand() % 16;
71       src.y = rand() % 16;
72       src.w = 16;
73       src.h = 16;
74
75       dest.x = (int)(pbroken_brick->base.x - scroll_x);
76       dest.y = (int)pbroken_brick->base.y;
77       dest.w = 16;
78       dest.h = 16;
79
80       texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
81 }
82
83 void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
84 {
85   pbouncy_brick->base.x = x;
86   pbouncy_brick->base.y = y;
87   pbouncy_brick->offset = 0;
88   pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
89   pbouncy_brick->shape = shape(x, y);
90 }
91
92 void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
93 {
94
95       pbouncy_brick->offset = (pbouncy_brick->offset +
96                                pbouncy_brick->offset_m * frame_ratio);
97
98       /* Go back down? */
99
100       if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
101         pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
102
103
104       /* Stop bouncing? */
105
106       if (pbouncy_brick->offset >= 0)
107         bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
108 }
109
110 void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
111 {
112   int s;
113   SDL_Rect dest;
114   
115       if (pbouncy_brick->base.x >= scroll_x - 32 &&
116           pbouncy_brick->base.x <= scroll_x + screen->w)
117         {
118           dest.x = (int)(pbouncy_brick->base.x - scroll_x);
119           dest.y = (int)pbouncy_brick->base.y;
120           dest.w = 32;
121           dest.h = 32;
122
123           if(current_level.bkgd_image[0] == '\0')
124             {
125               fillrect(pbouncy_brick->base.x - scroll_x,pbouncy_brick->base.y,32,32,current_level.bkgd_red,current_level.bkgd_green,
126                        current_level.bkgd_blue,0);
127             }
128           else
129             {
130               s = (int)scroll_x / 30;
131               texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
132             }
133
134           drawshape(pbouncy_brick->base.x - scroll_x,
135                     pbouncy_brick->base.y + pbouncy_brick->offset,
136                     pbouncy_brick->shape);
137         }
138 }
139
140 void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
141 {
142   pfloating_score->base.x = x;
143   pfloating_score->base.y = y - 16;
144   timer_init(&pfloating_score->timer,true);
145   timer_start(&pfloating_score->timer,1000);
146   pfloating_score->value = s;
147 }
148
149 void floating_score_action(floating_score_type* pfloating_score)
150 {
151       pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
152
153       if(!timer_check(&pfloating_score->timer))
154         floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
155 }
156
157 void floating_score_draw(floating_score_type* pfloating_score)
158 {
159       char str[10];
160       sprintf(str, "%d", pfloating_score->value);
161       text_draw(&gold_text, str, (int)pfloating_score->base.x + 16 - strlen(str) * 8, (int)pfloating_score->base.y, 1, NO_UPDATE);
162 }
163