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);
169 gameobjects.push_back(object);
173 World::parse_objects(lisp_object_t* cur)
175 while(!lisp_nil_p(cur)) {
176 lisp_object_t* data = lisp_car(cur);
177 std::string object_type = lisp_symbol(lisp_car(data));
179 LispReader reader(lisp_cdr(data));
181 if(object_type == "trampoline") {
182 add_object(new Trampoline(displaymanager, reader));
184 BadGuyKind kind = badguykind_from_string(object_type);
185 add_object(new BadGuy(displaymanager, kind, reader));
193 World::activate_particle_systems()
195 if (level->particle_system == "clouds")
197 add_object(new CloudParticleSystem(displaymanager));
199 else if (level->particle_system == "snow")
201 add_object(new SnowParticleSystem(displaymanager));
203 else if (level->particle_system != "")
205 st_abort("unknown particle system specified in level", "");
213 displaymanager.draw();
217 World::action(float elapsed_time)
219 /* update objects (don't use iterators here, because the list might change
220 * during the iteration)
222 for(size_t i = 0; i < gameobjects.size(); ++i)
223 gameobjects[i]->action(elapsed_time);
225 tux->check_bounds(displaymanager.get_viewport(),
226 level->back_scrolling, (bool)level->hor_autoscroll_speed);
227 scrolling(elapsed_time);
229 /* Handle all possible collisions. */
232 /** cleanup marked objects */
233 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
234 i != gameobjects.end(); /* nothing */) {
235 if((*i)->is_valid() == false) {
236 Drawable* drawable = dynamic_cast<Drawable*> (*i);
238 displaymanager.remove_drawable(drawable);
239 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
241 bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
244 Bullet* bullet = dynamic_cast<Bullet*> (*i);
247 std::remove(bullets.begin(), bullets.end(), bullet),
250 Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
253 std::remove(upgrades.begin(), upgrades.end(), upgrade),
256 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
259 std::remove(trampolines.begin(), trampolines.end(), trampoline),
264 i = gameobjects.erase(i);
271 /* the space that it takes for the screen to start scrolling, regarding */
272 /* screen bounds (in pixels) */
273 // should be higher than screen->w/2 (400)
274 #define X_SPACE (500-16)
275 // should be less than screen->h/2 (300)
278 // the time it takes to move the camera (in ms)
279 #define CHANGE_DIR_SCROLL_SPEED 2000
281 /* This functions takes cares of the scrolling */
282 void World::scrolling(float elapsed_time)
284 float scroll_x = displaymanager.get_viewport().get_translation().x;
285 float scroll_y = displaymanager.get_viewport().get_translation().y;
287 /* Y-axis scrolling */
289 float tux_pos_y = tux->base.y + (tux->base.height/2);
291 if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
293 if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
294 scroll_y = tux_pos_y - (screen->h - Y_SPACE);
295 else if (scroll_y > tux_pos_y - Y_SPACE)
296 scroll_y = tux_pos_y - Y_SPACE;
299 // this code prevent the screen to scroll before the start or after the level's end
300 if(scroll_y > level->height * 32 - screen->h)
301 scroll_y = level->height * 32 - screen->h;
305 /* X-axis scrolling */
308 if(level->hor_autoscroll_speed)
310 scroll_x += level->hor_autoscroll_speed * elapsed_time;
311 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
316 /* Horizontal backscrolling */
317 float tux_pos_x = tux->base.x + (tux->base.width/2);
319 if(tux->old_dir != tux->dir && level->back_scrolling)
320 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
324 if (tux->physic.get_velocity_x() > 0)
326 else if (tux->physic.get_velocity_x() < 0)
330 if (tux->dir == RIGHT)
336 if(scrolling_timer.check())
338 float final_scroll_x;
342 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
344 final_scroll_x = tux_pos_x - X_SPACE;
346 if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
347 || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
358 float number = 2.5/(elapsed_time * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
359 if(left) number *= -1.;
362 + constant1 * tux->physic.get_velocity_x() * elapsed_time
363 + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
366 if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
367 scroll_x = final_scroll_x;
372 if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
373 scroll_x = tux_pos_x - (screen->w - X_SPACE);
374 else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
375 scroll_x = tux_pos_x - X_SPACE;
378 // this code prevent the screen to scroll before the start or after the level's end
379 if(scroll_x > level->width * 32 - screen->w)
380 scroll_x = level->width * 32 - screen->w;
384 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
388 World::collision_handler()
390 // CO_BULLET & CO_BADGUY check
391 for(unsigned int i = 0; i < bullets.size(); ++i)
393 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
395 if((*j)->dying != DYING_NOT)
398 if(rectcollision(bullets[i]->base, (*j)->base))
400 // We have detected a collision and now call the
401 // collision functions of the collided objects.
402 (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
403 bullets[i]->collision(CO_BADGUY);
404 break; // bullet is invalid now, so break
409 /* CO_BADGUY & CO_BADGUY check */
410 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
412 if((*i)->dying != DYING_NOT)
415 BadGuys::iterator j = i;
417 for (; j != bad_guys.end(); ++j)
419 if(j == i || (*j)->dying != DYING_NOT)
422 if(rectcollision((*i)->base, (*j)->base))
424 // We have detected a collision and now call the
425 // collision functions of the collided objects.
426 (*j)->collision(*i, CO_BADGUY);
427 (*i)->collision(*j, CO_BADGUY);
432 if(tux->dying != DYING_NOT) return;
434 // CO_BADGUY & CO_PLAYER check
435 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
437 if((*i)->dying != DYING_NOT)
440 if(rectcollision_offset((*i)->base, tux->base, 0, 0))
442 // We have detected a collision and now call the collision
443 // functions of the collided objects.
444 if (tux->previous_base.y < tux->base.y &&
445 tux->previous_base.y + tux->previous_base.height
446 < (*i)->base.y + (*i)->base.height/2
447 && !tux->invincible_timer.started())
449 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
453 tux->collision(*i, CO_BADGUY);
454 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
459 // CO_UPGRADE & CO_PLAYER check
460 for(unsigned int i = 0; i < upgrades.size(); ++i)
462 if(rectcollision(upgrades[i]->base, tux->base))
464 // We have detected a collision and now call the collision
465 // functions of the collided objects.
466 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
470 // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
471 for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
473 if (rectcollision((*i)->base, tux->base))
475 if (tux->previous_base.y < tux->base.y &&
476 tux->previous_base.y + tux->previous_base.height
477 < (*i)->base.y + (*i)->base.height/2)
479 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
481 else if (tux->previous_base.y <= tux->base.y)
483 tux->collision(*i, CO_TRAMPOLINE);
484 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
491 World::add_score(const Vector& pos, int s)
493 player_status.score += s;
495 add_object(new FloatingScore(displaymanager, pos, s));
499 World::add_bouncy_distro(const Vector& pos)
501 add_object(new BouncyDistro(displaymanager, pos));
505 World::add_broken_brick(const Vector& pos, Tile* tile)
507 add_broken_brick_piece(pos, Vector(-1, -4), tile);
508 add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
510 add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
511 add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
515 World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
518 add_object(new BrokenBrick(displaymanager, tile, pos, movement));
522 World::add_bouncy_brick(const Vector& pos)
524 add_object(new BouncyBrick(displaymanager, pos));
528 World::add_bad_guy(float x, float y, BadGuyKind kind)
530 BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
536 World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
538 add_object(new Upgrade(displaymanager, pos, dir, kind));
542 World::add_bullet(const Vector& pos, float xm, Direction dir)
544 if(tux->got_power == Player::FIRE_POWER)
546 if(bullets.size() > MAX_FIRE_BULLETS-1)
549 else if(tux->got_power == Player::ICE_POWER)
551 if(bullets.size() > MAX_ICE_BULLETS-1)
555 Bullet* new_bullet = 0;
556 if(tux->got_power == Player::FIRE_POWER)
557 new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
558 else if(tux->got_power == Player::ICE_POWER)
559 new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
561 st_abort("wrong bullet type.", "");
562 add_object(new_bullet);
564 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
568 World::play_music(int musictype)
570 currentmusic = musictype;
571 switch(currentmusic) {
573 music_manager->play_music(get_level()->get_level_music_fast());
576 music_manager->play_music(get_level()->get_level_music());
579 music_manager->play_music(herring_song);
582 music_manager->halt_music();
588 World::get_music_type()
595 World::trybreakbrick(float x, float y, bool small)
597 Level* plevel = get_level();
599 Tile* tile = gettile(x, y);
604 /* Get a distro from it: */
606 Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
608 // TODO: don't handle this in a global way but per-tile...
609 if (!counting_distros)
611 counting_distros = true;
619 if (distro_counter <= 0)
621 counting_distros = false;
622 plevel->change(x, y, TM_IA, tile->next_tile);
625 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
626 player_status.score = player_status.score + SCORE_DISTRO;
627 player_status.distros++;
633 plevel->change(x, y, TM_IA, tile->next_tile);
635 /* Replace it with broken bits: */
636 add_broken_brick(Vector(
637 ((int)(x + 1) / 32) * 32,
638 (int)(y / 32) * 32), tile);
640 /* Get some score: */
641 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
642 player_status.score = player_status.score + SCORE_BRICK;
653 World::tryemptybox(float x, float y, Direction col_side)
655 Tile* tile = gettile(x,y);
659 // according to the collision side, set the upgrade direction
665 int posx = ((int)(x+1) / 32) * 32;
666 int posy = (int)(y/32) * 32 - 32;
669 case 1: // Box with a distro!
670 add_bouncy_distro(Vector(posx, posy));
671 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
672 player_status.score = player_status.score + SCORE_DISTRO;
673 player_status.distros++;
676 case 2: // Add a fire flower upgrade!
677 if (tux->size == SMALL) /* Tux is small, add mints! */
678 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
679 else /* Tux is big, add a fireflower: */
680 add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
681 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
684 case 5: // Add an ice flower upgrade!
685 if (tux->size == SMALL) /* Tux is small, add mints! */
686 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
687 else /* Tux is big, add an iceflower: */
688 add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
689 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
692 case 3: // Add a golden herring
693 add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
696 case 4: // Add a 1up extra
697 add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
704 level->change(x, y, TM_IA, tile->next_tile);
707 /* Try to grab a distro: */
709 World::trygrabdistro(float x, float y, int bounciness)
711 Tile* tile = gettile(x, y);
712 if (tile && tile->distro)
714 level->change(x, y, TM_IA, tile->next_tile);
715 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
717 if (bounciness == BOUNCE)
719 add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
720 (int)(y / 32) * 32));
723 player_status.score = player_status.score + SCORE_DISTRO;
724 player_status.distros++;
728 /* Try to bump a bad guy from below: */
730 World::trybumpbadguy(float x, float y)
733 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
735 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
736 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
738 (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
743 for (unsigned int i = 0; i < upgrades.size(); i++)
745 if (upgrades[i]->base.height == 32 &&
746 upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
747 upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
749 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);