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 std::cout << "Bonus: " << player_status.bonus << std::endl;
83 // Apply bonuses from former levels
84 switch (player_status.bonus)
86 case PlayerStatus::NO_BONUS:
89 case PlayerStatus::FLOWER_BONUS:
90 tux.got_coffee = true;
93 case PlayerStatus::GROWUP_BONUS:
94 // FIXME: Move this to Player class
104 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
111 World::set_defaults()
116 player_status.score_multiplier = 1;
118 counting_distros = false;
121 /* set current song/music */
122 currentmusic = LEVEL_MUSIC;
126 World::activate_bad_guys()
128 for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
129 i != level->badguy_data.end();
132 add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
137 World::activate_particle_systems()
139 if (level->particle_system == "clouds")
141 particle_systems.push_back(new CloudParticleSystem);
143 else if (level->particle_system == "snow")
145 particle_systems.push_back(new SnowParticleSystem);
147 else if (level->particle_system != "")
149 st_abort("unknown particle system specified in level", "");
158 /* Draw the real background */
159 if(get_level()->bkgd_image[0] != '\0')
161 int s = ((int)scroll_x / 2)%640;
162 level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
163 level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
167 drawgradient(level->bkgd_top, level->bkgd_bottom);
170 /* Draw particle systems (background) */
171 std::vector<ParticleSystem*>::iterator p;
172 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
174 (*p)->draw(scroll_x, 0, 0);
177 /* Draw background: */
178 for (y = 0; y < 15; ++y)
180 for (x = 0; x < 21; ++x)
182 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
183 level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
187 /* Draw interactive tiles: */
188 for (y = 0; y < 15; ++y)
190 for (x = 0; x < 21; ++x)
192 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
193 level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
197 /* (Bouncy bricks): */
198 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
199 bouncy_bricks[i].draw();
201 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
206 for (unsigned int i = 0; i < bullets.size(); ++i)
209 for (unsigned int i = 0; i < floating_scores.size(); ++i)
210 floating_scores[i].draw();
212 for (unsigned int i = 0; i < upgrades.size(); ++i)
215 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
216 bouncy_distros[i].draw();
218 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
219 broken_bricks[i].draw();
221 /* Draw foreground: */
222 for (y = 0; y < 15; ++y)
224 for (x = 0; x < 21; ++x)
226 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
227 level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
231 /* Draw particle systems (foreground) */
232 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
234 (*p)->draw(scroll_x, 0, 1);
239 World::action(double frame_ratio)
241 tux.action(frame_ratio);
243 /* Handle bouncy distros: */
244 for (unsigned int i = 0; i < bouncy_distros.size(); i++)
245 bouncy_distros[i].action(frame_ratio);
247 /* Handle broken bricks: */
248 for (unsigned int i = 0; i < broken_bricks.size(); i++)
249 broken_bricks[i].action(frame_ratio);
251 /* Handle distro counting: */
252 if (counting_distros)
256 if (distro_counter <= 0)
257 counting_distros = -1;
260 // Handle all kinds of game objects
261 for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
262 bouncy_bricks[i].action(frame_ratio);
264 for (unsigned int i = 0; i < floating_scores.size(); i++)
265 floating_scores[i].action(frame_ratio);
267 for (unsigned int i = 0; i < bullets.size(); ++i)
268 bullets[i].action(frame_ratio);
270 for (unsigned int i = 0; i < upgrades.size(); i++)
271 upgrades[i].action(frame_ratio);
273 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
274 (*i)->action(frame_ratio);
276 /* update particle systems */
277 std::vector<ParticleSystem*>::iterator p;
278 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
280 (*p)->simulate(frame_ratio);
283 /* Handle all possible collisions. */
286 // Cleanup marked badguys
287 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
288 /* ++i handled at end of the loop */) {
289 if ((*i)->is_removable()) {
291 i = bad_guys.erase(i);
299 World::collision_handler()
301 // CO_BULLET & CO_BADGUY check
302 for(unsigned int i = 0; i < bullets.size(); ++i)
304 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
306 if((*j)->dying != DYING_NOT)
309 if(rectcollision(bullets[i].base, (*j)->base))
311 // We have detected a collision and now call the
312 // collision functions of the collided objects.
313 // collide with bad_guy first, since bullet_collision will
315 (*j)->collision(0, CO_BULLET);
316 bullets[i].collision(CO_BADGUY);
317 break; // bullet is invalid now, so break
322 /* CO_BADGUY & CO_BADGUY check */
323 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
325 if((*i)->dying != DYING_NOT)
328 BadGuys::iterator j = i;
330 for (; j != bad_guys.end(); ++j)
332 if(j == i || (*j)->dying != DYING_NOT)
335 if(rectcollision((*i)->base, (*j)->base))
337 // We have detected a collision and now call the
338 // collision functions of the collided objects.
339 (*j)->collision(*i, CO_BADGUY);
340 (*i)->collision(*j, CO_BADGUY);
345 if(tux.dying != DYING_NOT) return;
347 // CO_BADGUY & CO_PLAYER check
348 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
350 if((*i)->dying != DYING_NOT)
353 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
355 // We have detected a collision and now call the collision
356 // functions of the collided objects.
357 if (tux.previous_base.y < tux.base.y &&
358 tux.previous_base.y + tux.previous_base.height
359 < (*i)->base.y + (*i)->base.height/2)
361 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
365 tux.collision(*i, CO_BADGUY);
366 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
371 // CO_UPGRADE & CO_PLAYER check
372 for(unsigned int i = 0; i < upgrades.size(); ++i)
374 if(rectcollision(upgrades[i].base, tux.base))
376 // We have detected a collision and now call the collision
377 // functions of the collided objects.
378 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
384 World::add_score(float x, float y, int s)
386 player_status.score += s;
388 FloatingScore new_floating_score;
389 new_floating_score.init(x,y,s);
390 floating_scores.push_back(new_floating_score);
394 World::add_bouncy_distro(float x, float y)
396 BouncyDistro new_bouncy_distro;
397 new_bouncy_distro.init(x,y);
398 bouncy_distros.push_back(new_bouncy_distro);
402 World::add_broken_brick(Tile* tile, float x, float y)
404 add_broken_brick_piece(tile, x, y, -1, -4);
405 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
407 add_broken_brick_piece(tile, x + 16, y, 1, -4);
408 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
412 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
414 BrokenBrick new_broken_brick;
415 new_broken_brick.init(tile, x, y, xm, ym);
416 broken_bricks.push_back(new_broken_brick);
420 World::add_bouncy_brick(float x, float y)
422 BouncyBrick new_bouncy_brick;
423 new_bouncy_brick.init(x,y);
424 bouncy_bricks.push_back(new_bouncy_brick);
428 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
430 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
431 bad_guys.push_back(badguy);
436 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
439 new_upgrade.init(x,y,dir,kind);
440 upgrades.push_back(new_upgrade);
444 World::add_bullet(float x, float y, float xm, Direction dir)
446 if(bullets.size() > MAX_BULLETS-1)
450 new_bullet.init(x,y,xm,dir);
451 bullets.push_back(new_bullet);
453 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
457 World::play_music(int musictype)
459 currentmusic = musictype;
460 switch(currentmusic) {
462 music_manager->play_music(get_level()->get_level_music_fast());
465 music_manager->play_music(get_level()->get_level_music());
468 music_manager->play_music(herring_song);
471 music_manager->halt_music();
477 World::get_music_type()
484 World::trybreakbrick(float x, float y, bool small)
486 Level* plevel = get_level();
488 Tile* tile = gettile(x, y);
493 /* Get a distro from it: */
494 add_bouncy_distro(((int)(x + 1) / 32) * 32,
497 if (!counting_distros)
499 counting_distros = true;
503 if (distro_counter <= 0)
504 plevel->change(x, y, TM_IA, tile->next_tile);
506 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
507 player_status.score = player_status.score + SCORE_DISTRO;
508 player_status.distros++;
513 plevel->change(x, y, TM_IA, tile->next_tile);
515 /* Replace it with broken bits: */
516 add_broken_brick(tile,
517 ((int)(x + 1) / 32) * 32,
520 /* Get some score: */
521 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
522 player_status.score = player_status.score + SCORE_BRICK;
529 World::tryemptybox(float x, float y, Direction col_side)
531 Tile* tile = gettile(x,y);
535 // according to the collision side, set the upgrade direction
541 int posx = ((int)(x+1) / 32) * 32;
542 int posy = (int)(y/32) * 32 - 32;
545 case 1: // Box with a distro!
546 add_bouncy_distro(posx, posy);
547 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
548 player_status.score = player_status.score + SCORE_DISTRO;
549 player_status.distros++;
552 case 2: // Add an upgrade!
553 if (tux.size == SMALL) /* Tux is small, add mints! */
554 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
555 else /* Tux is big, add an iceflower: */
556 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
557 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
560 case 3: // Add a golden herring
561 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
564 case 4: // Add a 1up extra
565 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
572 level->change(x, y, TM_IA, tile->next_tile);
575 /* Try to grab a distro: */
577 World::trygrabdistro(float x, float y, int bounciness)
579 Tile* tile = gettile(x, y);
580 if (tile && tile->distro)
582 level->change(x, y, TM_IA, tile->next_tile);
583 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
585 if (bounciness == BOUNCE)
587 add_bouncy_distro(((int)(x + 1) / 32) * 32,
591 player_status.score = player_status.score + SCORE_DISTRO;
592 player_status.distros++;
596 /* Try to bump a bad guy from below: */
598 World::trybumpbadguy(float x, float y)
601 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
603 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
604 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
606 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
611 for (unsigned int i = 0; i < upgrades.size(); i++)
613 if (upgrades[i].base.height == 32 &&
614 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
615 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
617 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);