4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
34 #include "resources.h"
37 #include "display_manager.h"
38 #include "background.h"
41 Surface* img_distro[4];
43 World* World::current_ = 0;
45 World::World(const std::string& filename)
47 // FIXME: Move this to action and draw and everywhere else where the
48 // world calls child functions
52 level->load(filename, this);
54 tux = new Player(displaymanager);
55 gameobjects.push_back(tux);
59 get_level()->load_gfx();
61 activate_particle_systems();
62 background = new Background(displaymanager);
64 background->set_image(level->img_bkgd, level->bkgd_speed);
66 background->set_gradient(level->bkgd_top, level->bkgd_bottom);
68 gameobjects.push_back(background);
71 gameobjects.push_back(new TileMap(displaymanager, get_level()));
72 get_level()->load_song();
76 scrolling_timer.init(true);
79 World::World(const std::string& subset, int level_nr)
81 // FIXME: Move this to action and draw and everywhere else where the
82 // world calls child functions
86 level->load(subset, level_nr, this);
88 tux = new Player(displaymanager);
89 gameobjects.push_back(tux);
93 get_level()->load_gfx();
94 activate_particle_systems();
95 background = new Background(displaymanager);
97 background->set_image(level->img_bkgd, level->bkgd_speed);
99 background->set_gradient(level->bkgd_top, level->bkgd_bottom);
101 gameobjects.push_back(background);
103 gameobjects.push_back(new TileMap(displaymanager, get_level()));
104 get_level()->load_song();
108 scrolling_timer.init(true);
112 World::apply_bonuses()
114 // Apply bonuses from former levels
115 switch (player_status.bonus)
117 case PlayerStatus::NO_BONUS:
120 case PlayerStatus::FLOWER_BONUS:
121 tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
124 case PlayerStatus::GROWUP_BONUS:
132 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
133 i != gameobjects.end(); ++i) {
141 World::set_defaults()
143 player_status.score_multiplier = 1;
145 counting_distros = false;
148 /* set current song/music */
149 currentmusic = LEVEL_MUSIC;
153 World::add_object(GameObject* object)
155 // XXX hack for now until new collision code is ready
156 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
158 bad_guys.push_back(badguy);
159 Bullet* bullet = dynamic_cast<Bullet*> (object);
161 bullets.push_back(bullet);
162 Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
164 upgrades.push_back(upgrade);
165 Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
167 trampolines.push_back(trampoline);
168 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
170 flying_platforms.push_back(flying_platform);
172 gameobjects.push_back(object);
176 World::parse_objects(lisp_object_t* cur)
178 while(!lisp_nil_p(cur)) {
179 lisp_object_t* data = lisp_car(cur);
180 std::string object_type = lisp_symbol(lisp_car(data));
182 LispReader reader(lisp_cdr(data));
184 if(object_type == "trampoline") {
185 add_object(new Trampoline(displaymanager, reader));
187 else if(object_type == "flying-platform") {
188 add_object(new FlyingPlatform(displaymanager, reader));
191 BadGuyKind kind = badguykind_from_string(object_type);
192 add_object(new BadGuy(displaymanager, kind, reader));
200 World::activate_particle_systems()
202 if (level->particle_system == "clouds")
204 add_object(new CloudParticleSystem(displaymanager));
206 else if (level->particle_system == "snow")
208 add_object(new SnowParticleSystem(displaymanager));
210 else if (level->particle_system != "")
212 st_abort("unknown particle system specified in level", "");
220 displaymanager.draw();
224 World::action(float elapsed_time)
226 /* update objects (don't use iterators here, because the list might change
227 * during the iteration)
229 for(size_t i = 0; i < gameobjects.size(); ++i)
230 gameobjects[i]->action(elapsed_time);
232 tux->check_bounds(displaymanager.get_viewport(),
233 level->back_scrolling, (bool)level->hor_autoscroll_speed);
234 scrolling(elapsed_time);
236 /* Handle all possible collisions. */
239 /** cleanup marked objects */
240 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
241 i != gameobjects.end(); /* nothing */) {
242 if((*i)->is_valid() == false) {
243 Drawable* drawable = dynamic_cast<Drawable*> (*i);
245 displaymanager.remove_drawable(drawable);
246 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
248 bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
251 Bullet* bullet = dynamic_cast<Bullet*> (*i);
254 std::remove(bullets.begin(), bullets.end(), bullet),
257 Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
260 std::remove(upgrades.begin(), upgrades.end(), upgrade),
263 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
266 std::remove(trampolines.begin(), trampolines.end(), trampoline),
269 FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
270 if(flying_platform) {
271 flying_platforms.erase(
272 std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
273 flying_platforms.end());
277 i = gameobjects.erase(i);
284 /* the space that it takes for the screen to start scrolling, regarding */
285 /* screen bounds (in pixels) */
286 // should be higher than screen->w/2 (400)
287 #define X_SPACE (500-16)
288 // should be less than screen->h/2 (300)
291 // the time it takes to move the camera (in ms)
292 #define CHANGE_DIR_SCROLL_SPEED 2000
294 /* This functions takes cares of the scrolling */
295 void World::scrolling(float elapsed_time)
297 float scroll_x = displaymanager.get_viewport().get_translation().x;
298 float scroll_y = displaymanager.get_viewport().get_translation().y;
300 /* Y-axis scrolling */
302 float tux_pos_y = tux->base.y + (tux->base.height/2);
304 if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
306 if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
307 scroll_y = tux_pos_y - (screen->h - Y_SPACE);
308 else if (scroll_y > tux_pos_y - Y_SPACE)
309 scroll_y = tux_pos_y - Y_SPACE;
312 // this code prevent the screen to scroll before the start or after the level's end
313 if(scroll_y > level->height * 32 - screen->h)
314 scroll_y = level->height * 32 - screen->h;
318 /* X-axis scrolling */
321 if(level->hor_autoscroll_speed)
323 scroll_x += level->hor_autoscroll_speed * elapsed_time;
324 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
329 /* Horizontal backscrolling */
330 float tux_pos_x = tux->base.x + (tux->base.width/2);
332 if(tux->old_dir != tux->dir && level->back_scrolling)
333 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
337 if (tux->physic.get_velocity_x() > 0)
339 else if (tux->physic.get_velocity_x() < 0)
343 if (tux->dir == RIGHT)
349 if(scrolling_timer.check())
351 float final_scroll_x;
355 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
357 final_scroll_x = tux_pos_x - X_SPACE;
359 if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
360 || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
371 float number = 2.5/(elapsed_time * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
372 if(left) number *= -1.;
375 + constant1 * tux->physic.get_velocity_x() * elapsed_time
376 + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
379 if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
380 scroll_x = final_scroll_x;
385 if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
386 scroll_x = tux_pos_x - (screen->w - X_SPACE);
387 else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
388 scroll_x = tux_pos_x - X_SPACE;
391 // this code prevent the screen to scroll before the start or after the level's end
392 if(scroll_x > level->width * 32 - screen->w)
393 scroll_x = level->width * 32 - screen->w;
397 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
401 World::collision_handler()
403 // CO_BULLET & CO_BADGUY check
404 for(unsigned int i = 0; i < bullets.size(); ++i)
406 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
408 if((*j)->dying != DYING_NOT)
411 if(rectcollision(bullets[i]->base, (*j)->base))
413 // We have detected a collision and now call the
414 // collision functions of the collided objects.
415 (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
416 bullets[i]->collision(CO_BADGUY);
417 break; // bullet is invalid now, so break
422 /* CO_BADGUY & CO_BADGUY check */
423 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
425 if((*i)->dying != DYING_NOT)
428 BadGuys::iterator j = i;
430 for (; j != bad_guys.end(); ++j)
432 if(j == i || (*j)->dying != DYING_NOT)
435 if(rectcollision((*i)->base, (*j)->base))
437 // We have detected a collision and now call the
438 // collision functions of the collided objects.
439 (*j)->collision(*i, CO_BADGUY);
440 (*i)->collision(*j, CO_BADGUY);
445 if(tux->dying != DYING_NOT) return;
447 // CO_BADGUY & CO_PLAYER check
448 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
450 if((*i)->dying != DYING_NOT)
453 if(rectcollision_offset((*i)->base, tux->base, 0, 0))
455 // We have detected a collision and now call the collision
456 // functions of the collided objects.
457 if (tux->previous_base.y < tux->base.y &&
458 tux->previous_base.y + tux->previous_base.height
459 < (*i)->base.y + (*i)->base.height/2
460 && !tux->invincible_timer.started())
462 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
466 tux->collision(*i, CO_BADGUY);
467 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
472 // CO_UPGRADE & CO_PLAYER check
473 for(unsigned int i = 0; i < upgrades.size(); ++i)
475 if(rectcollision(upgrades[i]->base, tux->base))
477 // We have detected a collision and now call the collision
478 // functions of the collided objects.
479 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
483 // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
484 for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
486 if (rectcollision((*i)->base, tux->base))
488 if (tux->previous_base.y < tux->base.y &&
489 tux->previous_base.y + tux->previous_base.height
490 < (*i)->base.y + (*i)->base.height/2)
492 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
494 else if (tux->previous_base.y <= tux->base.y)
496 tux->collision(*i, CO_TRAMPOLINE);
497 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
502 // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
503 for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
505 if (rectcollision((*i)->base, tux->base))
507 if (tux->previous_base.y < tux->base.y &&
508 tux->previous_base.y + tux->previous_base.height
509 < (*i)->base.y + (*i)->base.height/2)
511 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
512 tux->collision(*i, CO_FLYING_PLATFORM);
514 /* else if (tux->previous_base.y <= tux->base.y)
522 World::add_score(const Vector& pos, int s)
524 player_status.score += s;
526 add_object(new FloatingScore(displaymanager, pos, s));
530 World::add_bouncy_distro(const Vector& pos)
532 add_object(new BouncyDistro(displaymanager, pos));
536 World::add_broken_brick(const Vector& pos, Tile* tile)
538 add_broken_brick_piece(pos, Vector(-1, -4), tile);
539 add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
541 add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
542 add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
546 World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
549 add_object(new BrokenBrick(displaymanager, tile, pos, movement));
553 World::add_bouncy_brick(const Vector& pos)
555 add_object(new BouncyBrick(displaymanager, pos));
559 World::add_bad_guy(float x, float y, BadGuyKind kind)
561 BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
567 World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
569 add_object(new Upgrade(displaymanager, pos, dir, kind));
573 World::add_bullet(const Vector& pos, float xm, Direction dir)
575 if(tux->got_power == Player::FIRE_POWER)
577 if(bullets.size() > MAX_FIRE_BULLETS-1)
580 else if(tux->got_power == Player::ICE_POWER)
582 if(bullets.size() > MAX_ICE_BULLETS-1)
586 Bullet* new_bullet = 0;
587 if(tux->got_power == Player::FIRE_POWER)
588 new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
589 else if(tux->got_power == Player::ICE_POWER)
590 new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
592 st_abort("wrong bullet type.", "");
593 add_object(new_bullet);
595 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
601 World::play_music(int musictype)
603 currentmusic = musictype;
604 switch(currentmusic) {
606 music_manager->play_music(get_level()->get_level_music_fast());
609 music_manager->play_music(get_level()->get_level_music());
612 music_manager->play_music(herring_song);
615 music_manager->halt_music();
621 World::get_music_type()
628 World::trybreakbrick(float x, float y, bool small)
630 Level* plevel = get_level();
632 Tile* tile = gettile(x, y);
637 /* Get a distro from it: */
639 Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
641 // TODO: don't handle this in a global way but per-tile...
642 if (!counting_distros)
644 counting_distros = true;
652 if (distro_counter <= 0)
654 counting_distros = false;
655 plevel->change(x, y, TM_IA, tile->next_tile);
658 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
659 player_status.score = player_status.score + SCORE_DISTRO;
660 player_status.distros++;
666 plevel->change(x, y, TM_IA, tile->next_tile);
668 /* Replace it with broken bits: */
669 add_broken_brick(Vector(
670 ((int)(x + 1) / 32) * 32,
671 (int)(y / 32) * 32), tile);
673 /* Get some score: */
674 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
675 player_status.score = player_status.score + SCORE_BRICK;
686 World::tryemptybox(float x, float y, Direction col_side)
688 Tile* tile = gettile(x,y);
692 // according to the collision side, set the upgrade direction
698 int posx = ((int)(x+1) / 32) * 32;
699 int posy = (int)(y/32) * 32 - 32;
702 case 1: // Box with a distro!
703 add_bouncy_distro(Vector(posx, posy));
704 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
705 player_status.score = player_status.score + SCORE_DISTRO;
706 player_status.distros++;
709 case 2: // Add a fire flower upgrade!
710 if (tux->size == SMALL) /* Tux is small, add mints! */
711 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
712 else /* Tux is big, add a fireflower: */
713 add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
714 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
717 case 5: // Add an ice flower upgrade!
718 if (tux->size == SMALL) /* Tux is small, add mints! */
719 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
720 else /* Tux is big, add an iceflower: */
721 add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
722 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
725 case 3: // Add a golden herring
726 add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
729 case 4: // Add a 1up extra
730 add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
737 level->change(x, y, TM_IA, tile->next_tile);
740 /* Try to grab a distro: */
742 World::trygrabdistro(float x, float y, int bounciness)
744 Tile* tile = gettile(x, y);
745 if (tile && tile->distro)
747 level->change(x, y, TM_IA, tile->next_tile);
748 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
750 if (bounciness == BOUNCE)
752 add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
753 (int)(y / 32) * 32));
756 player_status.score = player_status.score + SCORE_DISTRO;
757 player_status.distros++;
761 /* Try to bump a bad guy from below: */
763 World::trybumpbadguy(float x, float y)
766 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
768 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
769 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
771 (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
776 for (unsigned int i = 0; i < upgrades.size(); i++)
778 if (upgrades[i]->base.height == 32 &&
779 upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
780 upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
782 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);