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();
59 World::World(const std::string& subset, int level_nr)
61 // FIXME: Move this to action and draw and everywhere else where the
62 // world calls child functions
65 level = new Level(subset, level_nr);
70 get_level()->load_gfx();
72 activate_particle_systems();
73 get_level()->load_song();
79 World::apply_bonuses()
81 // Apply bonuses from former levels
82 switch (player_status.bonus)
84 case PlayerStatus::NO_BONUS:
87 case PlayerStatus::FLOWER_BONUS:
88 tux.got_coffee = true;
91 case PlayerStatus::GROWUP_BONUS:
92 // FIXME: Move this to Player class
102 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
105 for (ParticleSystems::iterator i = particle_systems.begin();
106 i != particle_systems.end(); ++i)
109 for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
110 i != bouncy_distros.end(); ++i)
113 for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
114 i != broken_bricks.end(); ++i)
117 for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
118 i != bouncy_bricks.end(); ++i)
121 for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
122 i != floating_scores.end(); ++i)
129 World::set_defaults()
134 player_status.score_multiplier = 1;
136 counting_distros = false;
139 /* set current song/music */
140 currentmusic = LEVEL_MUSIC;
144 World::activate_bad_guys()
146 for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
147 i != level->badguy_data.end();
150 add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
155 World::activate_particle_systems()
157 if (level->particle_system == "clouds")
159 particle_systems.push_back(new CloudParticleSystem);
161 else if (level->particle_system == "snow")
163 particle_systems.push_back(new SnowParticleSystem);
165 else if (level->particle_system != "")
167 st_abort("unknown particle system specified in level", "");
176 /* Draw the real background */
177 if(get_level()->bkgd_image[0] != '\0')
179 int s = ((int)scroll_x / 2)%640;
180 level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
181 level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
185 drawgradient(level->bkgd_top, level->bkgd_bottom);
188 /* Draw particle systems (background) */
189 std::vector<ParticleSystem*>::iterator p;
190 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
192 (*p)->draw(scroll_x, 0, 0);
195 /* Draw background: */
196 for (y = 0; y < 15; ++y)
198 for (x = 0; x < 21; ++x)
200 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
201 level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
205 /* Draw interactive tiles: */
206 for (y = 0; y < 15; ++y)
208 for (x = 0; x < 21; ++x)
210 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
211 level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
215 /* (Bouncy bricks): */
216 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
217 bouncy_bricks[i]->draw();
219 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
224 for (unsigned int i = 0; i < bullets.size(); ++i)
227 for (unsigned int i = 0; i < floating_scores.size(); ++i)
228 floating_scores[i]->draw();
230 for (unsigned int i = 0; i < upgrades.size(); ++i)
233 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
234 bouncy_distros[i]->draw();
236 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
237 broken_bricks[i]->draw();
239 /* Draw foreground: */
240 for (y = 0; y < 15; ++y)
242 for (x = 0; x < 21; ++x)
244 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
245 level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
249 /* Draw particle systems (foreground) */
250 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
252 (*p)->draw(scroll_x, 0, 1);
257 World::action(double frame_ratio)
259 tux.action(frame_ratio);
261 /* Handle bouncy distros: */
262 for (unsigned int i = 0; i < bouncy_distros.size(); i++)
263 bouncy_distros[i]->action(frame_ratio);
265 /* Handle broken bricks: */
266 for (unsigned int i = 0; i < broken_bricks.size(); i++)
267 broken_bricks[i]->action(frame_ratio);
269 // Handle all kinds of game objects
270 for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
271 bouncy_bricks[i]->action(frame_ratio);
273 for (unsigned int i = 0; i < floating_scores.size(); i++)
274 floating_scores[i]->action(frame_ratio);
276 for (unsigned int i = 0; i < bullets.size(); ++i)
277 bullets[i].action(frame_ratio);
279 for (unsigned int i = 0; i < upgrades.size(); i++)
280 upgrades[i].action(frame_ratio);
282 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
283 (*i)->action(frame_ratio);
285 /* update particle systems */
286 std::vector<ParticleSystem*>::iterator p;
287 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
289 (*p)->simulate(frame_ratio);
292 /* Handle all possible collisions. */
295 // Cleanup marked badguys
296 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
297 /* ++i handled at end of the loop */) {
298 if ((*i)->is_removable()) {
300 i = bad_guys.erase(i);
308 World::collision_handler()
310 // CO_BULLET & CO_BADGUY check
311 for(unsigned int i = 0; i < bullets.size(); ++i)
313 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
315 if((*j)->dying != DYING_NOT)
318 if(rectcollision(bullets[i].base, (*j)->base))
320 // We have detected a collision and now call the
321 // collision functions of the collided objects.
322 // collide with bad_guy first, since bullet_collision will
324 (*j)->collision(0, CO_BULLET);
325 bullets[i].collision(CO_BADGUY);
326 break; // bullet is invalid now, so break
331 /* CO_BADGUY & CO_BADGUY check */
332 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
334 if((*i)->dying != DYING_NOT)
337 BadGuys::iterator j = i;
339 for (; j != bad_guys.end(); ++j)
341 if(j == i || (*j)->dying != DYING_NOT)
344 if(rectcollision((*i)->base, (*j)->base))
346 // We have detected a collision and now call the
347 // collision functions of the collided objects.
348 (*j)->collision(*i, CO_BADGUY);
349 (*i)->collision(*j, CO_BADGUY);
354 if(tux.dying != DYING_NOT) return;
356 // CO_BADGUY & CO_PLAYER check
357 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
359 if((*i)->dying != DYING_NOT)
362 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
364 // We have detected a collision and now call the collision
365 // functions of the collided objects.
366 if (tux.previous_base.y < tux.base.y &&
367 tux.previous_base.y + tux.previous_base.height
368 < (*i)->base.y + (*i)->base.height/2
369 && !tux.invincible_timer.started())
371 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
375 tux.collision(*i, CO_BADGUY);
376 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
381 // CO_UPGRADE & CO_PLAYER check
382 for(unsigned int i = 0; i < upgrades.size(); ++i)
384 if(rectcollision(upgrades[i].base, tux.base))
386 // We have detected a collision and now call the collision
387 // functions of the collided objects.
388 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
394 World::add_score(float x, float y, int s)
396 player_status.score += s;
398 FloatingScore* new_floating_score = new FloatingScore();
399 new_floating_score->init(x,y,s);
400 floating_scores.push_back(new_floating_score);
404 World::add_bouncy_distro(float x, float y)
406 BouncyDistro* new_bouncy_distro = new BouncyDistro();
407 new_bouncy_distro->init(x,y);
408 bouncy_distros.push_back(new_bouncy_distro);
412 World::add_broken_brick(Tile* tile, float x, float y)
414 add_broken_brick_piece(tile, x, y, -1, -4);
415 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
417 add_broken_brick_piece(tile, x + 16, y, 1, -4);
418 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
422 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
424 BrokenBrick* new_broken_brick = new BrokenBrick();
425 new_broken_brick->init(tile, x, y, xm, ym);
426 broken_bricks.push_back(new_broken_brick);
430 World::add_bouncy_brick(float x, float y)
432 BouncyBrick* new_bouncy_brick = new BouncyBrick();
433 new_bouncy_brick->init(x,y);
434 bouncy_bricks.push_back(new_bouncy_brick);
438 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
440 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
441 bad_guys.push_back(badguy);
446 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
449 new_upgrade.init(x,y,dir,kind);
450 upgrades.push_back(new_upgrade);
454 World::add_bullet(float x, float y, float xm, Direction dir)
456 if(bullets.size() > MAX_BULLETS-1)
460 new_bullet.init(x,y,xm,dir);
461 bullets.push_back(new_bullet);
463 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
467 World::play_music(int musictype)
469 currentmusic = musictype;
470 switch(currentmusic) {
472 music_manager->play_music(get_level()->get_level_music_fast());
475 music_manager->play_music(get_level()->get_level_music());
478 music_manager->play_music(herring_song);
481 music_manager->halt_music();
487 World::get_music_type()
494 World::trybreakbrick(float x, float y, bool small)
496 Level* plevel = get_level();
498 Tile* tile = gettile(x, y);
503 /* Get a distro from it: */
504 add_bouncy_distro(((int)(x + 1) / 32) * 32,
507 // TODO: don't handle this in a global way but per-tile...
508 if (!counting_distros)
510 counting_distros = true;
518 if (distro_counter <= 0)
520 counting_distros = false;
521 plevel->change(x, y, TM_IA, tile->next_tile);
524 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
525 player_status.score = player_status.score + SCORE_DISTRO;
526 player_status.distros++;
531 plevel->change(x, y, TM_IA, tile->next_tile);
533 /* Replace it with broken bits: */
534 add_broken_brick(tile,
535 ((int)(x + 1) / 32) * 32,
538 /* Get some score: */
539 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
540 player_status.score = player_status.score + SCORE_BRICK;
547 World::tryemptybox(float x, float y, Direction col_side)
549 Tile* tile = gettile(x,y);
553 // according to the collision side, set the upgrade direction
559 int posx = ((int)(x+1) / 32) * 32;
560 int posy = (int)(y/32) * 32 - 32;
563 case 1: // Box with a distro!
564 add_bouncy_distro(posx, posy);
565 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
566 player_status.score = player_status.score + SCORE_DISTRO;
567 player_status.distros++;
570 case 2: // Add an upgrade!
571 if (tux.size == SMALL) /* Tux is small, add mints! */
572 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
573 else /* Tux is big, add an iceflower: */
574 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
575 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
578 case 3: // Add a golden herring
579 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
582 case 4: // Add a 1up extra
583 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
590 level->change(x, y, TM_IA, tile->next_tile);
593 /* Try to grab a distro: */
595 World::trygrabdistro(float x, float y, int bounciness)
597 Tile* tile = gettile(x, y);
598 if (tile && tile->distro)
600 level->change(x, y, TM_IA, tile->next_tile);
601 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
603 if (bounciness == BOUNCE)
605 add_bouncy_distro(((int)(x + 1) / 32) * 32,
609 player_status.score = player_status.score + SCORE_DISTRO;
610 player_status.distros++;
614 /* Try to bump a bad guy from below: */
616 World::trybumpbadguy(float x, float y)
619 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
621 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
622 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
624 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
629 for (unsigned int i = 0; i < upgrades.size(); i++)
631 if (upgrades[i].base.height == 32 &&
632 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
633 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
635 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);