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"
36 Surface* img_distro[4];
38 World* World::current_ = 0;
40 World::World(const std::string& filename)
42 // FIXME: Move this to action and draw and everywhere else where the
43 // world calls child functions
46 level = new Level(filename);
51 get_level()->load_gfx();
53 activate_particle_systems();
54 get_level()->load_song();
58 scrolling_timer.init(true);
59 bullets_timer.init(true);
62 World::World(const std::string& subset, int level_nr)
64 // FIXME: Move this to action and draw and everywhere else where the
65 // world calls child functions
68 level = new Level(subset, level_nr);
73 get_level()->load_gfx();
75 activate_particle_systems();
76 get_level()->load_song();
80 scrolling_timer.init(true);
81 bullets_timer.init(true);
85 World::apply_bonuses()
87 // Apply bonuses from former levels
88 switch (player_status.bonus)
90 case PlayerStatus::NO_BONUS:
93 case PlayerStatus::FLOWER_BONUS:
94 tux.got_coffee = true;
97 case PlayerStatus::GROWUP_BONUS:
98 // FIXME: Move this to Player class
100 tux.base.height = 64;
108 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
111 for (ParticleSystems::iterator i = particle_systems.begin();
112 i != particle_systems.end(); ++i)
115 for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
116 i != bouncy_distros.end(); ++i)
119 for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
120 i != broken_bricks.end(); ++i)
123 for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
124 i != bouncy_bricks.end(); ++i)
127 for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
128 i != floating_scores.end(); ++i)
135 World::set_defaults()
140 player_status.score_multiplier = 1;
142 counting_distros = false;
145 /* set current song/music */
146 currentmusic = LEVEL_MUSIC;
150 World::activate_bad_guys()
152 for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
153 i != level->badguy_data.end();
156 add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
161 World::activate_particle_systems()
163 if (level->particle_system == "clouds")
165 particle_systems.push_back(new CloudParticleSystem);
167 else if (level->particle_system == "snow")
169 particle_systems.push_back(new SnowParticleSystem);
171 else if (level->particle_system != "")
173 st_abort("unknown particle system specified in level", "");
182 /* Draw the real background */
183 if(get_level()->bkgd_image[0] != '\0')
185 int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
186 level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
187 level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
191 drawgradient(level->bkgd_top, level->bkgd_bottom);
194 /* Draw particle systems (background) */
195 std::vector<ParticleSystem*>::iterator p;
196 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
198 (*p)->draw(scroll_x, 0, 0);
201 /* Draw background: */
202 for (y = 0; y < 15; ++y)
204 for (x = 0; x < 21; ++x)
206 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
207 level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
211 /* Draw interactive tiles: */
212 for (y = 0; y < 15; ++y)
214 for (x = 0; x < 21; ++x)
216 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
217 level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
221 /* (Bouncy bricks): */
222 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
223 bouncy_bricks[i]->draw();
225 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
230 for (unsigned int i = 0; i < bullets.size(); ++i)
233 for (unsigned int i = 0; i < floating_scores.size(); ++i)
234 floating_scores[i]->draw();
236 for (unsigned int i = 0; i < upgrades.size(); ++i)
239 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
240 bouncy_distros[i]->draw();
242 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
243 broken_bricks[i]->draw();
245 /* Draw foreground: */
246 for (y = 0; y < 15; ++y)
248 for (x = 0; x < 21; ++x)
250 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
251 level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
255 /* Draw particle systems (foreground) */
256 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
258 (*p)->draw(scroll_x, 0, 1);
263 World::action(double frame_ratio)
265 tux.action(frame_ratio);
266 tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
267 scrolling(frame_ratio);
269 /* Handle bouncy distros: */
270 for (unsigned int i = 0; i < bouncy_distros.size(); i++)
271 bouncy_distros[i]->action(frame_ratio);
273 /* Handle broken bricks: */
274 for (unsigned int i = 0; i < broken_bricks.size(); i++)
275 broken_bricks[i]->action(frame_ratio);
277 // Handle all kinds of game objects
278 for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
279 bouncy_bricks[i]->action(frame_ratio);
281 for (unsigned int i = 0; i < floating_scores.size(); i++)
282 floating_scores[i]->action(frame_ratio);
284 for (unsigned int i = 0; i < bullets.size(); ++i)
285 bullets[i].action(frame_ratio);
287 for (unsigned int i = 0; i < upgrades.size(); i++)
288 upgrades[i].action(frame_ratio);
290 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
291 (*i)->action(frame_ratio);
293 /* update particle systems */
294 std::vector<ParticleSystem*>::iterator p;
295 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
297 (*p)->simulate(frame_ratio);
300 /* Handle all possible collisions. */
303 // Cleanup marked badguys
304 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
305 /* ++i handled at end of the loop */) {
306 if ((*i)->is_removable()) {
308 i = bad_guys.erase(i);
315 // the space that it takes for the screen to start scrolling, regarding
316 // screen bounds (in pixels)
317 #define X_SPACE (400-16)
318 // the time it takes to move the camera (in ms)
319 #define CHANGE_DIR_SCROLL_SPEED 2000
321 /* This functions takes cares of the scrolling */
322 void World::scrolling(double frame_ratio)
324 if(level->hor_autoscroll_speed)
326 scroll_x += level->hor_autoscroll_speed * frame_ratio;
330 int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
332 if (level->back_scrolling || debug_mode)
334 if(tux.old_dir != tux.dir && level->back_scrolling)
335 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
337 if(scrolling_timer.check())
339 float final_scroll_x;
340 if (tux.physic.get_velocity_x() > 0)
341 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
342 else if (tux.physic.get_velocity_x() < 0)
343 final_scroll_x = tux_pos_x - X_SPACE;
346 if (tux.dir == RIGHT)
347 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
348 else if (tux.dir == LEFT && level->back_scrolling)
349 final_scroll_x = tux_pos_x - X_SPACE;
352 scroll_x += (final_scroll_x - scroll_x)
353 / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
354 + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
355 // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
360 if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
361 scroll_x = tux_pos_x - (screen->w - X_SPACE);
362 else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
363 scroll_x = tux_pos_x - X_SPACE;
366 if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
367 scroll_x = tux_pos_x - (screen->w - X_SPACE);
368 else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
369 scroll_x = tux_pos_x - X_SPACE;
376 if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
377 scroll_x = tux_pos_x - (screen->w - X_SPACE);
378 else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
379 scroll_x = tux_pos_x - X_SPACE;
382 if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
383 scroll_x = tux_pos_x - (screen->w - X_SPACE);
384 else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
385 scroll_x = tux_pos_x - X_SPACE;
390 // this code prevent the screen to scroll before the start or after the level's end
393 if(scroll_x > level->width * 32 - screen->w)
394 scroll_x = level->width * 32 - screen->w;
398 World::collision_handler()
400 // CO_BULLET & CO_BADGUY check
401 for(unsigned int i = 0; i < bullets.size(); ++i)
403 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
405 if((*j)->dying != DYING_NOT)
408 if(rectcollision(bullets[i].base, (*j)->base))
410 // We have detected a collision and now call the
411 // collision functions of the collided objects.
412 // collide with bad_guy first, since bullet_collision will
414 (*j)->collision(0, CO_BULLET);
415 bullets[i].collision(CO_BADGUY);
416 break; // bullet is invalid now, so break
421 /* CO_BADGUY & CO_BADGUY check */
422 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
424 if((*i)->dying != DYING_NOT)
427 BadGuys::iterator j = i;
429 for (; j != bad_guys.end(); ++j)
431 if(j == i || (*j)->dying != DYING_NOT)
434 if(rectcollision((*i)->base, (*j)->base))
436 // We have detected a collision and now call the
437 // collision functions of the collided objects.
438 (*j)->collision(*i, CO_BADGUY);
439 (*i)->collision(*j, CO_BADGUY);
444 if(tux.dying != DYING_NOT) return;
446 // CO_BADGUY & CO_PLAYER check
447 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
449 if((*i)->dying != DYING_NOT)
452 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
454 // We have detected a collision and now call the collision
455 // functions of the collided objects.
456 if (tux.previous_base.y < tux.base.y &&
457 tux.previous_base.y + tux.previous_base.height
458 < (*i)->base.y + (*i)->base.height/2
459 && !tux.invincible_timer.started())
461 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
465 tux.collision(*i, CO_BADGUY);
466 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
471 // CO_UPGRADE & CO_PLAYER check
472 for(unsigned int i = 0; i < upgrades.size(); ++i)
474 if(rectcollision(upgrades[i].base, tux.base))
476 // We have detected a collision and now call the collision
477 // functions of the collided objects.
478 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
484 World::add_score(float x, float y, int s)
486 player_status.score += s;
488 FloatingScore* new_floating_score = new FloatingScore();
489 new_floating_score->init(x,y,s);
490 floating_scores.push_back(new_floating_score);
494 World::add_bouncy_distro(float x, float y)
496 BouncyDistro* new_bouncy_distro = new BouncyDistro();
497 new_bouncy_distro->init(x,y);
498 bouncy_distros.push_back(new_bouncy_distro);
502 World::add_broken_brick(Tile* tile, float x, float y)
504 add_broken_brick_piece(tile, x, y, -1, -4);
505 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
507 add_broken_brick_piece(tile, x + 16, y, 1, -4);
508 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
512 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
514 BrokenBrick* new_broken_brick = new BrokenBrick();
515 new_broken_brick->init(tile, x, y, xm, ym);
516 broken_bricks.push_back(new_broken_brick);
520 World::add_bouncy_brick(float x, float y)
522 BouncyBrick* new_bouncy_brick = new BouncyBrick();
523 new_bouncy_brick->init(x,y);
524 bouncy_bricks.push_back(new_bouncy_brick);
528 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
530 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
531 bad_guys.push_back(badguy);
536 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
539 new_upgrade.init(x,y,dir,kind);
540 upgrades.push_back(new_upgrade);
544 World::add_bullet(float x, float y, float xm, Direction dir)
546 if(bullets_timer.check())
549 bullets_timer.start(BULLETS_TIMEOUT);
552 new_bullet.init(x,y,xm,dir);
553 bullets.push_back(new_bullet);
555 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
559 World::play_music(int musictype)
561 currentmusic = musictype;
562 switch(currentmusic) {
564 music_manager->play_music(get_level()->get_level_music_fast());
567 music_manager->play_music(get_level()->get_level_music());
570 music_manager->play_music(herring_song);
573 music_manager->halt_music();
579 World::get_music_type()
586 World::trybreakbrick(float x, float y, bool small)
588 Level* plevel = get_level();
590 Tile* tile = gettile(x, y);
595 /* Get a distro from it: */
596 add_bouncy_distro(((int)(x + 1) / 32) * 32,
599 // TODO: don't handle this in a global way but per-tile...
600 if (!counting_distros)
602 counting_distros = true;
610 if (distro_counter <= 0)
612 counting_distros = false;
613 plevel->change(x, y, TM_IA, tile->next_tile);
616 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
617 player_status.score = player_status.score + SCORE_DISTRO;
618 player_status.distros++;
623 plevel->change(x, y, TM_IA, tile->next_tile);
625 /* Replace it with broken bits: */
626 add_broken_brick(tile,
627 ((int)(x + 1) / 32) * 32,
630 /* Get some score: */
631 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
632 player_status.score = player_status.score + SCORE_BRICK;
639 World::tryemptybox(float x, float y, Direction col_side)
641 Tile* tile = gettile(x,y);
645 // according to the collision side, set the upgrade direction
651 int posx = ((int)(x+1) / 32) * 32;
652 int posy = (int)(y/32) * 32 - 32;
655 case 1: // Box with a distro!
656 add_bouncy_distro(posx, posy);
657 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
658 player_status.score = player_status.score + SCORE_DISTRO;
659 player_status.distros++;
662 case 2: // Add an upgrade!
663 if (tux.size == SMALL) /* Tux is small, add mints! */
664 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
665 else /* Tux is big, add an iceflower: */
666 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
667 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
670 case 3: // Add a golden herring
671 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
674 case 4: // Add a 1up extra
675 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
682 level->change(x, y, TM_IA, tile->next_tile);
685 /* Try to grab a distro: */
687 World::trygrabdistro(float x, float y, int bounciness)
689 Tile* tile = gettile(x, y);
690 if (tile && tile->distro)
692 level->change(x, y, TM_IA, tile->next_tile);
693 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
695 if (bounciness == BOUNCE)
697 add_bouncy_distro(((int)(x + 1) / 32) * 32,
701 player_status.score = player_status.score + SCORE_DISTRO;
702 player_status.distros++;
706 /* Try to bump a bad guy from below: */
708 World::trybumpbadguy(float x, float y)
711 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
713 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
714 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
716 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
721 for (unsigned int i = 0; i < upgrades.size(); i++)
723 if (upgrades[i].base.height == 32 &&
724 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
725 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
727 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);