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);
61 World::World(const std::string& subset, int level_nr)
63 // FIXME: Move this to action and draw and everywhere else where the
64 // world calls child functions
67 level = new Level(subset, level_nr);
72 get_level()->load_gfx();
74 activate_particle_systems();
75 get_level()->load_song();
79 scrolling_timer.init(true);
83 World::apply_bonuses()
85 // Apply bonuses from former levels
86 switch (player_status.bonus)
88 case PlayerStatus::NO_BONUS:
91 case PlayerStatus::FLOWER_BONUS:
92 tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
95 case PlayerStatus::GROWUP_BONUS:
96 // FIXME: Move this to Player class
106 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
109 for (ParticleSystems::iterator i = particle_systems.begin();
110 i != particle_systems.end(); ++i)
113 for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
114 i != bouncy_distros.end(); ++i)
117 for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
118 i != broken_bricks.end(); ++i)
121 for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
122 i != bouncy_bricks.end(); ++i)
125 for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
126 i != floating_scores.end(); ++i)
133 World::set_defaults()
138 player_status.score_multiplier = 1;
140 counting_distros = false;
143 /* set current song/music */
144 currentmusic = LEVEL_MUSIC;
148 World::activate_bad_guys()
150 for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
151 i != level->badguy_data.end();
154 add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
159 World::activate_particle_systems()
161 if (level->particle_system == "clouds")
163 particle_systems.push_back(new CloudParticleSystem);
165 else if (level->particle_system == "snow")
167 particle_systems.push_back(new SnowParticleSystem);
169 else if (level->particle_system != "")
171 st_abort("unknown particle system specified in level", "");
180 /* Draw the real background */
183 // Tile background horizontally
184 int sx = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % level->img_bkgd->w;
185 for (int i = 0; (i-1)*level->img_bkgd->w <= screen->w; i++)
187 level->img_bkgd->draw_part(i == 0 ? sx : 0, 0,
188 i == 0 ? 0 : (level->img_bkgd->w * i) - sx, 0,
189 i == 0 ? level->img_bkgd->w - sx : level->img_bkgd->w, level->img_bkgd->h);
194 drawgradient(level->bkgd_top, level->bkgd_bottom);
197 /* Draw particle systems (background) */
198 std::vector<ParticleSystem*>::iterator p;
199 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
201 (*p)->draw(scroll_x, 0, 0);
204 /* Draw background: */
205 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
207 for (x = 0; x < VISIBLE_TILES_X; ++x)
209 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
210 level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
214 /* Draw interactive tiles: */
215 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
217 for (x = 0; x < VISIBLE_TILES_X; ++x)
219 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
220 level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
224 /* (Bouncy bricks): */
225 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
226 bouncy_bricks[i]->draw();
228 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
233 for (unsigned int i = 0; i < bullets.size(); ++i)
236 for (unsigned int i = 0; i < floating_scores.size(); ++i)
237 floating_scores[i]->draw();
239 for (unsigned int i = 0; i < upgrades.size(); ++i)
242 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
243 bouncy_distros[i]->draw();
245 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
246 broken_bricks[i]->draw();
248 /* Draw foreground: */
249 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
251 for (x = 0; x < VISIBLE_TILES_X; ++x)
253 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
254 level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
258 /* Draw particle systems (foreground) */
259 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
261 (*p)->draw(scroll_x, 0, 1);
266 World::action(double frame_ratio)
268 tux.action(frame_ratio);
269 tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
270 scrolling(frame_ratio);
272 /* Handle bouncy distros: */
273 for (unsigned int i = 0; i < bouncy_distros.size(); i++)
274 bouncy_distros[i]->action(frame_ratio);
276 /* Handle broken bricks: */
277 for (unsigned int i = 0; i < broken_bricks.size(); i++)
278 broken_bricks[i]->action(frame_ratio);
280 // Handle all kinds of game objects
281 for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
282 bouncy_bricks[i]->action(frame_ratio);
284 for (unsigned int i = 0; i < floating_scores.size(); i++)
285 floating_scores[i]->action(frame_ratio);
287 for (unsigned int i = 0; i < bullets.size(); ++i)
288 bullets[i].action(frame_ratio);
290 for (unsigned int i = 0; i < upgrades.size(); i++)
291 upgrades[i].action(frame_ratio);
293 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
294 (*i)->action(frame_ratio);
296 /* update particle systems */
297 std::vector<ParticleSystem*>::iterator p;
298 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
300 (*p)->simulate(frame_ratio);
303 /* Handle all possible collisions. */
306 // Cleanup marked badguys
307 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
308 /* ++i handled at end of the loop */) {
309 if ((*i)->is_removable()) {
311 i = bad_guys.erase(i);
318 /* the space that it takes for the screen to start scrolling, regarding */
319 /* screen bounds (in pixels) */
320 // should be higher than screen->w/2 (400)
321 #define X_SPACE (500-16)
322 // should be less than screen->h/2 (300)
325 // the time it takes to move the camera (in ms)
326 #define CHANGE_DIR_SCROLL_SPEED 2000
328 /* This functions takes cares of the scrolling */
329 void World::scrolling(double frame_ratio)
331 /* Y-axis scrolling */
333 float tux_pos_y = tux.base.y + (tux.base.height/2);
335 if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
336 scroll_y = tux_pos_y - (screen->h - Y_SPACE);
337 else if (scroll_y > tux_pos_y - Y_SPACE)
338 scroll_y = tux_pos_y - Y_SPACE;
340 // this code prevent the screen to scroll before the start or after the level's end
343 else if(scroll_y > level->height * 32 - screen->h)
344 scroll_y = level->height * 32 - screen->h;
348 //std::cerr << "Level too short!!" << std::endl;
352 /* X-axis scrolling */
355 if(level->hor_autoscroll_speed)
357 scroll_x += level->hor_autoscroll_speed * frame_ratio;
362 /* Horizontal backscrolling */
363 float tux_pos_x = tux.base.x + (tux.base.width/2);
365 if(tux.old_dir != tux.dir && level->back_scrolling)
366 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
370 if (tux.physic.get_velocity_x() > 0)
372 else if (tux.physic.get_velocity_x() < 0)
376 if (tux.dir == RIGHT)
382 if(scrolling_timer.check())
384 float final_scroll_x;
386 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
388 final_scroll_x = tux_pos_x - X_SPACE;
390 scroll_x += (final_scroll_x - scroll_x)
391 / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
392 + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
396 if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
397 scroll_x = tux_pos_x - (screen->w - X_SPACE);
398 else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
399 scroll_x = tux_pos_x - X_SPACE;
402 // this code prevent the screen to scroll before the start or after the level's end
405 else if(scroll_x > level->width * 32 - screen->w)
406 scroll_x = level->width * 32 - screen->w;
410 World::collision_handler()
412 // CO_BULLET & CO_BADGUY check
413 for(unsigned int i = 0; i < bullets.size(); ++i)
415 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
417 if((*j)->dying != DYING_NOT)
420 if(rectcollision(bullets[i].base, (*j)->base))
422 // We have detected a collision and now call the
423 // collision functions of the collided objects.
424 // collide with bad_guy first, since bullet_collision will
426 (*j)->collision(&bullets[i], CO_BULLET);
427 bullets[i].collision(CO_BADGUY);
428 break; // bullet is invalid now, so break
433 /* CO_BADGUY & CO_BADGUY check */
434 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
436 if((*i)->dying != DYING_NOT)
439 BadGuys::iterator j = i;
441 for (; j != bad_guys.end(); ++j)
443 if(j == i || (*j)->dying != DYING_NOT)
446 if(rectcollision((*i)->base, (*j)->base))
448 // We have detected a collision and now call the
449 // collision functions of the collided objects.
450 (*j)->collision(*i, CO_BADGUY);
451 (*i)->collision(*j, CO_BADGUY);
456 if(tux.dying != DYING_NOT) return;
458 // CO_BADGUY & CO_PLAYER check
459 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
461 if((*i)->dying != DYING_NOT)
464 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
466 // We have detected a collision and now call the collision
467 // functions of the collided objects.
468 if (tux.previous_base.y < tux.base.y &&
469 tux.previous_base.y + tux.previous_base.height
470 < (*i)->base.y + (*i)->base.height/2
471 && !tux.invincible_timer.started())
473 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
477 tux.collision(*i, CO_BADGUY);
478 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
483 // CO_UPGRADE & CO_PLAYER check
484 for(unsigned int i = 0; i < upgrades.size(); ++i)
486 if(rectcollision(upgrades[i].base, tux.base))
488 // We have detected a collision and now call the collision
489 // functions of the collided objects.
490 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
496 World::add_score(float x, float y, int s)
498 player_status.score += s;
500 FloatingScore* new_floating_score = new FloatingScore();
501 new_floating_score->init(x-scroll_x, y-scroll_y, s);
502 floating_scores.push_back(new_floating_score);
506 World::add_bouncy_distro(float x, float y)
508 BouncyDistro* new_bouncy_distro = new BouncyDistro();
509 new_bouncy_distro->init(x, y);
510 bouncy_distros.push_back(new_bouncy_distro);
514 World::add_broken_brick(Tile* tile, float x, float y)
516 add_broken_brick_piece(tile, x, y, -1, -4);
517 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
519 add_broken_brick_piece(tile, x + 16, y, 1, -4);
520 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
524 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
526 BrokenBrick* new_broken_brick = new BrokenBrick();
527 new_broken_brick->init(tile, x, y, xm, ym);
528 broken_bricks.push_back(new_broken_brick);
532 World::add_bouncy_brick(float x, float y)
534 BouncyBrick* new_bouncy_brick = new BouncyBrick();
535 new_bouncy_brick->init(x,y);
536 bouncy_bricks.push_back(new_bouncy_brick);
540 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
542 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
543 bad_guys.push_back(badguy);
548 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
551 new_upgrade.init(x,y,dir,kind);
552 upgrades.push_back(new_upgrade);
556 World::add_bullet(float x, float y, float xm, Direction dir)
558 if(tux.got_power == tux.FIRE_POWER)
560 if(bullets.size() > MAX_FIRE_BULLETS-1)
563 else if(tux.got_power == tux.ICE_POWER)
565 if(bullets.size() > MAX_ICE_BULLETS-1)
570 if(tux.got_power == tux.FIRE_POWER)
571 new_bullet.init(x,y,xm,dir, FIRE_BULLET);
572 else if(tux.got_power == tux.ICE_POWER)
573 new_bullet.init(x,y,xm,dir, ICE_BULLET);
574 bullets.push_back(new_bullet);
576 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
580 World::play_music(int musictype)
582 currentmusic = musictype;
583 switch(currentmusic) {
585 music_manager->play_music(get_level()->get_level_music_fast());
588 music_manager->play_music(get_level()->get_level_music());
591 music_manager->play_music(herring_song);
594 music_manager->halt_music();
600 World::get_music_type()
607 World::trybreakbrick(float x, float y, bool small)
609 Level* plevel = get_level();
611 Tile* tile = gettile(x, y);
616 /* Get a distro from it: */
617 add_bouncy_distro(((int)(x + 1) / 32) * 32,
620 // TODO: don't handle this in a global way but per-tile...
621 if (!counting_distros)
623 counting_distros = true;
631 if (distro_counter <= 0)
633 counting_distros = false;
634 plevel->change(x, y, TM_IA, tile->next_tile);
637 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
638 player_status.score = player_status.score + SCORE_DISTRO;
639 player_status.distros++;
644 plevel->change(x, y, TM_IA, tile->next_tile);
646 /* Replace it with broken bits: */
647 add_broken_brick(tile,
648 ((int)(x + 1) / 32) * 32,
651 /* Get some score: */
652 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
653 player_status.score = player_status.score + SCORE_BRICK;
660 World::tryemptybox(float x, float y, Direction col_side)
662 Tile* tile = gettile(x,y);
666 // according to the collision side, set the upgrade direction
672 int posx = ((int)(x+1) / 32) * 32;
673 int posy = (int)(y/32) * 32 - 32;
676 case 1: // Box with a distro!
677 add_bouncy_distro(posx, posy);
678 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
679 player_status.score = player_status.score + SCORE_DISTRO;
680 player_status.distros++;
683 case 2: // Add a fire flower upgrade!
684 if (tux.size == SMALL) /* Tux is small, add mints! */
685 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
686 else /* Tux is big, add a fireflower: */
687 add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
688 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
691 case 5: // Add an ice flower upgrade!
692 if (tux.size == SMALL) /* Tux is small, add mints! */
693 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
694 else /* Tux is big, add an iceflower: */
695 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
696 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
699 case 3: // Add a golden herring
700 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
703 case 4: // Add a 1up extra
704 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
711 level->change(x, y, TM_IA, tile->next_tile);
714 /* Try to grab a distro: */
716 World::trygrabdistro(float x, float y, int bounciness)
718 Tile* tile = gettile(x, y);
719 if (tile && tile->distro)
721 level->change(x, y, TM_IA, tile->next_tile);
722 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
724 if (bounciness == BOUNCE)
726 add_bouncy_distro(((int)(x + 1) / 32) * 32,
730 player_status.score = player_status.score + SCORE_DISTRO;
731 player_status.distros++;
735 /* Try to bump a bad guy from below: */
737 World::trybumpbadguy(float x, float y)
740 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
742 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
743 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
745 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
750 for (unsigned int i = 0; i < upgrades.size(); i++)
752 if (upgrades[i].base.height == 32 &&
753 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
754 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
756 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);