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 */
181 drawgradient(level->bkgd_top, level->bkgd_bottom);
186 /* Draw particle systems (background) */
187 std::vector<ParticleSystem*>::iterator p;
188 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
190 (*p)->draw(scroll_x, 0, 0);
193 /* Draw background: */
194 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
196 for (x = 0; x < VISIBLE_TILES_X; ++x)
198 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
199 level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
203 /* Draw interactive tiles: */
204 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
206 for (x = 0; x < VISIBLE_TILES_X; ++x)
208 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
209 level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
213 /* (Bouncy bricks): */
214 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
215 bouncy_bricks[i]->draw();
217 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
222 for (unsigned int i = 0; i < bullets.size(); ++i)
225 for (unsigned int i = 0; i < floating_scores.size(); ++i)
226 floating_scores[i]->draw();
228 for (unsigned int i = 0; i < upgrades.size(); ++i)
231 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
232 bouncy_distros[i]->draw();
234 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
235 broken_bricks[i]->draw();
237 /* Draw foreground: */
238 for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
240 for (x = 0; x < VISIBLE_TILES_X; ++x)
242 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
243 level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
247 /* Draw particle systems (foreground) */
248 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
250 (*p)->draw(scroll_x, 0, 1);
255 World::action(double frame_ratio)
257 tux.action(frame_ratio);
258 tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
259 scrolling(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);
307 /* the space that it takes for the screen to start scrolling, regarding */
308 /* screen bounds (in pixels) */
309 // should be higher than screen->w/2 (400)
310 #define X_SPACE (500-16)
311 // should be less than screen->h/2 (300)
314 // the time it takes to move the camera (in ms)
315 #define CHANGE_DIR_SCROLL_SPEED 2000
317 /* This functions takes cares of the scrolling */
318 void World::scrolling(double frame_ratio)
320 /* Y-axis scrolling */
322 float tux_pos_y = tux.base.y + (tux.base.height/2);
324 if(level->height > VISIBLE_TILES_Y-1)
326 if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
327 scroll_y = tux_pos_y - (screen->h - Y_SPACE);
328 else if (scroll_y > tux_pos_y - Y_SPACE)
329 scroll_y = tux_pos_y - Y_SPACE;
332 // this code prevent the screen to scroll before the start or after the level's end
333 if(scroll_y > level->height * 32 - screen->h)
334 scroll_y = level->height * 32 - screen->h;
338 /* X-axis scrolling */
341 if(level->hor_autoscroll_speed)
343 scroll_x += level->hor_autoscroll_speed * frame_ratio;
348 /* Horizontal backscrolling */
349 float tux_pos_x = tux.base.x + (tux.base.width/2);
351 if(tux.old_dir != tux.dir && level->back_scrolling)
352 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
356 if (tux.physic.get_velocity_x() > 0)
358 else if (tux.physic.get_velocity_x() < 0)
362 if (tux.dir == RIGHT)
368 if(scrolling_timer.check())
370 float final_scroll_x;
372 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
374 final_scroll_x = tux_pos_x - X_SPACE;
376 scroll_x += (final_scroll_x - scroll_x)
377 / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
378 + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
382 if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
383 scroll_x = tux_pos_x - (screen->w - X_SPACE);
384 else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
385 scroll_x = tux_pos_x - X_SPACE;
388 // this code prevent the screen to scroll before the start or after the level's end
389 if(scroll_x > level->width * 32 - screen->w)
390 scroll_x = level->width * 32 - screen->w;
396 World::collision_handler()
398 // CO_BULLET & CO_BADGUY check
399 for(unsigned int i = 0; i < bullets.size(); ++i)
401 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
403 if((*j)->dying != DYING_NOT)
406 if(rectcollision(bullets[i].base, (*j)->base))
408 // We have detected a collision and now call the
409 // collision functions of the collided objects.
410 // collide with bad_guy first, since bullet_collision will
412 (*j)->collision(&bullets[i], CO_BULLET);
413 bullets[i].collision(CO_BADGUY);
414 break; // bullet is invalid now, so break
419 /* CO_BADGUY & CO_BADGUY check */
420 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
422 if((*i)->dying != DYING_NOT)
425 BadGuys::iterator j = i;
427 for (; j != bad_guys.end(); ++j)
429 if(j == i || (*j)->dying != DYING_NOT)
432 if(rectcollision((*i)->base, (*j)->base))
434 // We have detected a collision and now call the
435 // collision functions of the collided objects.
436 (*j)->collision(*i, CO_BADGUY);
437 (*i)->collision(*j, CO_BADGUY);
442 if(tux.dying != DYING_NOT) return;
444 // CO_BADGUY & CO_PLAYER check
445 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
447 if((*i)->dying != DYING_NOT)
450 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
452 // We have detected a collision and now call the collision
453 // functions of the collided objects.
454 if (tux.previous_base.y < tux.base.y &&
455 tux.previous_base.y + tux.previous_base.height
456 < (*i)->base.y + (*i)->base.height/2
457 && !tux.invincible_timer.started())
459 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
463 tux.collision(*i, CO_BADGUY);
464 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
469 // CO_UPGRADE & CO_PLAYER check
470 for(unsigned int i = 0; i < upgrades.size(); ++i)
472 if(rectcollision(upgrades[i].base, tux.base))
474 // We have detected a collision and now call the collision
475 // functions of the collided objects.
476 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
482 World::add_score(float x, float y, int s)
484 player_status.score += s;
486 FloatingScore* new_floating_score = new FloatingScore();
487 new_floating_score->init(x-scroll_x, y-scroll_y, s);
488 floating_scores.push_back(new_floating_score);
492 World::add_bouncy_distro(float x, float y)
494 BouncyDistro* new_bouncy_distro = new BouncyDistro();
495 new_bouncy_distro->init(x, y);
496 bouncy_distros.push_back(new_bouncy_distro);
500 World::add_broken_brick(Tile* tile, float x, float y)
502 add_broken_brick_piece(tile, x, y, -1, -4);
503 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
505 add_broken_brick_piece(tile, x + 16, y, 1, -4);
506 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
510 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
512 BrokenBrick* new_broken_brick = new BrokenBrick();
513 new_broken_brick->init(tile, x, y, xm, ym);
514 broken_bricks.push_back(new_broken_brick);
518 World::add_bouncy_brick(float x, float y)
520 BouncyBrick* new_bouncy_brick = new BouncyBrick();
521 new_bouncy_brick->init(x,y);
522 bouncy_bricks.push_back(new_bouncy_brick);
526 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
528 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
529 bad_guys.push_back(badguy);
534 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
537 new_upgrade.init(x,y,dir,kind);
538 upgrades.push_back(new_upgrade);
542 World::add_bullet(float x, float y, float xm, Direction dir)
544 if(tux.got_power == tux.FIRE_POWER)
546 if(bullets.size() > MAX_FIRE_BULLETS-1)
549 else if(tux.got_power == tux.ICE_POWER)
551 if(bullets.size() > MAX_ICE_BULLETS-1)
556 if(tux.got_power == tux.FIRE_POWER)
557 new_bullet.init(x,y,xm,dir, FIRE_BULLET);
558 else if(tux.got_power == tux.ICE_POWER)
559 new_bullet.init(x,y,xm,dir, ICE_BULLET);
560 bullets.push_back(new_bullet);
562 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
566 World::play_music(int musictype)
568 currentmusic = musictype;
569 switch(currentmusic) {
571 music_manager->play_music(get_level()->get_level_music_fast());
574 music_manager->play_music(get_level()->get_level_music());
577 music_manager->play_music(herring_song);
580 music_manager->halt_music();
586 World::get_music_type()
593 World::trybreakbrick(float x, float y, bool small)
595 Level* plevel = get_level();
597 Tile* tile = gettile(x, y);
602 /* Get a distro from it: */
603 add_bouncy_distro(((int)(x + 1) / 32) * 32,
606 // TODO: don't handle this in a global way but per-tile...
607 if (!counting_distros)
609 counting_distros = true;
617 if (distro_counter <= 0)
619 counting_distros = false;
620 plevel->change(x, y, TM_IA, tile->next_tile);
623 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
624 player_status.score = player_status.score + SCORE_DISTRO;
625 player_status.distros++;
630 plevel->change(x, y, TM_IA, tile->next_tile);
632 /* Replace it with broken bits: */
633 add_broken_brick(tile,
634 ((int)(x + 1) / 32) * 32,
637 /* Get some score: */
638 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
639 player_status.score = player_status.score + SCORE_BRICK;
646 World::tryemptybox(float x, float y, Direction col_side)
648 Tile* tile = gettile(x,y);
652 // according to the collision side, set the upgrade direction
658 int posx = ((int)(x+1) / 32) * 32;
659 int posy = (int)(y/32) * 32 - 32;
662 case 1: // Box with a distro!
663 add_bouncy_distro(posx, posy);
664 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
665 player_status.score = player_status.score + SCORE_DISTRO;
666 player_status.distros++;
669 case 2: // Add a fire flower upgrade!
670 if (tux.size == SMALL) /* Tux is small, add mints! */
671 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
672 else /* Tux is big, add a fireflower: */
673 add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
674 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
677 case 5: // Add an ice flower upgrade!
678 if (tux.size == SMALL) /* Tux is small, add mints! */
679 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
680 else /* Tux is big, add an iceflower: */
681 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
682 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
685 case 3: // Add a golden herring
686 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
689 case 4: // Add a 1up extra
690 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
697 level->change(x, y, TM_IA, tile->next_tile);
700 /* Try to grab a distro: */
702 World::trygrabdistro(float x, float y, int bounciness)
704 Tile* tile = gettile(x, y);
705 if (tile && tile->distro)
707 level->change(x, y, TM_IA, tile->next_tile);
708 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
710 if (bounciness == BOUNCE)
712 add_bouncy_distro(((int)(x + 1) / 32) * 32,
716 player_status.score = player_status.score + SCORE_DISTRO;
717 player_status.distros++;
721 /* Try to bump a bad guy from below: */
723 World::trybumpbadguy(float x, float y)
726 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
728 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
729 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
731 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
736 for (unsigned int i = 0; i < upgrades.size(); i++)
738 if (upgrades[i].base.height == 32 &&
739 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
740 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
742 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);