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)
113 World::set_defaults()
118 player_status.score_multiplier = 1;
120 counting_distros = false;
123 /* set current song/music */
124 currentmusic = LEVEL_MUSIC;
128 World::activate_bad_guys()
130 for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
131 i != level->badguy_data.end();
134 add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
139 World::activate_particle_systems()
141 if (level->particle_system == "clouds")
143 particle_systems.push_back(new CloudParticleSystem);
145 else if (level->particle_system == "snow")
147 particle_systems.push_back(new SnowParticleSystem);
149 else if (level->particle_system != "")
151 st_abort("unknown particle system specified in level", "");
160 /* Draw the real background */
161 if(get_level()->bkgd_image[0] != '\0')
163 int s = ((int)scroll_x / 2)%640;
164 level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
165 level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
169 drawgradient(level->bkgd_top, level->bkgd_bottom);
172 /* Draw particle systems (background) */
173 std::vector<ParticleSystem*>::iterator p;
174 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
176 (*p)->draw(scroll_x, 0, 0);
179 /* Draw background: */
180 for (y = 0; y < 15; ++y)
182 for (x = 0; x < 21; ++x)
184 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
185 level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
189 /* Draw interactive tiles: */
190 for (y = 0; y < 15; ++y)
192 for (x = 0; x < 21; ++x)
194 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
195 level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
199 /* (Bouncy bricks): */
200 for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
201 bouncy_bricks[i].draw();
203 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
208 for (unsigned int i = 0; i < bullets.size(); ++i)
211 for (unsigned int i = 0; i < floating_scores.size(); ++i)
212 floating_scores[i].draw();
214 for (unsigned int i = 0; i < upgrades.size(); ++i)
217 for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
218 bouncy_distros[i].draw();
220 for (unsigned int i = 0; i < broken_bricks.size(); ++i)
221 broken_bricks[i].draw();
223 /* Draw foreground: */
224 for (y = 0; y < 15; ++y)
226 for (x = 0; x < 21; ++x)
228 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
229 level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
233 /* Draw particle systems (foreground) */
234 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
236 (*p)->draw(scroll_x, 0, 1);
241 World::action(double frame_ratio)
243 tux.action(frame_ratio);
245 /* Handle bouncy distros: */
246 for (unsigned int i = 0; i < bouncy_distros.size(); i++)
247 bouncy_distros[i].action(frame_ratio);
249 /* Handle broken bricks: */
250 for (unsigned int i = 0; i < broken_bricks.size(); i++)
251 broken_bricks[i].action(frame_ratio);
253 /* Handle distro counting: */
254 if (counting_distros)
258 if (distro_counter <= 0)
259 counting_distros = -1;
262 // Handle all kinds of game objects
263 for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
264 bouncy_bricks[i].action(frame_ratio);
266 for (unsigned int i = 0; i < floating_scores.size(); i++)
267 floating_scores[i].action(frame_ratio);
269 for (unsigned int i = 0; i < bullets.size(); ++i)
270 bullets[i].action(frame_ratio);
272 for (unsigned int i = 0; i < upgrades.size(); i++)
273 upgrades[i].action(frame_ratio);
275 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
276 (*i)->action(frame_ratio);
278 /* update particle systems */
279 std::vector<ParticleSystem*>::iterator p;
280 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
282 (*p)->simulate(frame_ratio);
285 /* Handle all possible collisions. */
288 // Cleanup marked badguys
289 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
290 /* ++i handled at end of the loop */) {
291 if ((*i)->is_removable()) {
293 i = bad_guys.erase(i);
301 World::collision_handler()
303 // CO_BULLET & CO_BADGUY check
304 for(unsigned int i = 0; i < bullets.size(); ++i)
306 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
308 if((*j)->dying != DYING_NOT)
311 if(rectcollision(bullets[i].base, (*j)->base))
313 // We have detected a collision and now call the
314 // collision functions of the collided objects.
315 // collide with bad_guy first, since bullet_collision will
317 (*j)->collision(0, CO_BULLET);
318 bullets[i].collision(CO_BADGUY);
319 break; // bullet is invalid now, so break
324 /* CO_BADGUY & CO_BADGUY check */
325 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
327 if((*i)->dying != DYING_NOT)
330 BadGuys::iterator j = i;
332 for (; j != bad_guys.end(); ++j)
334 if(j == i || (*j)->dying != DYING_NOT)
337 if(rectcollision((*i)->base, (*j)->base))
339 // We have detected a collision and now call the
340 // collision functions of the collided objects.
341 (*j)->collision(*i, CO_BADGUY);
342 (*i)->collision(*j, CO_BADGUY);
347 if(tux.dying != DYING_NOT) return;
349 // CO_BADGUY & CO_PLAYER check
350 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
352 if((*i)->dying != DYING_NOT)
355 if(rectcollision_offset((*i)->base, tux.base, 0, 0))
357 // We have detected a collision and now call the collision
358 // functions of the collided objects.
359 if (tux.previous_base.y < tux.base.y &&
360 tux.previous_base.y + tux.previous_base.height
361 < (*i)->base.y + (*i)->base.height/2)
363 (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
367 tux.collision(*i, CO_BADGUY);
368 (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
373 // CO_UPGRADE & CO_PLAYER check
374 for(unsigned int i = 0; i < upgrades.size(); ++i)
376 if(rectcollision(upgrades[i].base, tux.base))
378 // We have detected a collision and now call the collision
379 // functions of the collided objects.
380 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
386 World::add_score(float x, float y, int s)
388 player_status.score += s;
390 FloatingScore new_floating_score;
391 new_floating_score.init(x,y,s);
392 floating_scores.push_back(new_floating_score);
396 World::add_bouncy_distro(float x, float y)
398 BouncyDistro new_bouncy_distro;
399 new_bouncy_distro.init(x,y);
400 bouncy_distros.push_back(new_bouncy_distro);
404 World::add_broken_brick(Tile* tile, float x, float y)
406 add_broken_brick_piece(tile, x, y, -1, -4);
407 add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
409 add_broken_brick_piece(tile, x + 16, y, 1, -4);
410 add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
414 World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
416 BrokenBrick new_broken_brick;
417 new_broken_brick.init(tile, x, y, xm, ym);
418 broken_bricks.push_back(new_broken_brick);
422 World::add_bouncy_brick(float x, float y)
424 BouncyBrick new_bouncy_brick;
425 new_bouncy_brick.init(x,y);
426 bouncy_bricks.push_back(new_bouncy_brick);
430 World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
432 BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
433 bad_guys.push_back(badguy);
438 World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
441 new_upgrade.init(x,y,dir,kind);
442 upgrades.push_back(new_upgrade);
446 World::add_bullet(float x, float y, float xm, Direction dir)
448 if(bullets.size() > MAX_BULLETS-1)
452 new_bullet.init(x,y,xm,dir);
453 bullets.push_back(new_bullet);
455 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
459 World::play_music(int musictype)
461 currentmusic = musictype;
462 switch(currentmusic) {
464 music_manager->play_music(get_level()->get_level_music_fast());
467 music_manager->play_music(get_level()->get_level_music());
470 music_manager->play_music(herring_song);
473 music_manager->halt_music();
479 World::get_music_type()
486 World::trybreakbrick(float x, float y, bool small)
488 Level* plevel = get_level();
490 Tile* tile = gettile(x, y);
495 /* Get a distro from it: */
496 add_bouncy_distro(((int)(x + 1) / 32) * 32,
499 if (!counting_distros)
501 counting_distros = true;
505 if (distro_counter <= 0)
506 plevel->change(x, y, TM_IA, tile->next_tile);
508 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
509 player_status.score = player_status.score + SCORE_DISTRO;
510 player_status.distros++;
515 plevel->change(x, y, TM_IA, tile->next_tile);
517 /* Replace it with broken bits: */
518 add_broken_brick(tile,
519 ((int)(x + 1) / 32) * 32,
522 /* Get some score: */
523 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
524 player_status.score = player_status.score + SCORE_BRICK;
531 World::tryemptybox(float x, float y, Direction col_side)
533 Tile* tile = gettile(x,y);
537 // according to the collision side, set the upgrade direction
543 int posx = ((int)(x+1) / 32) * 32;
544 int posy = (int)(y/32) * 32 - 32;
547 case 1: // Box with a distro!
548 add_bouncy_distro(posx, posy);
549 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
550 player_status.score = player_status.score + SCORE_DISTRO;
551 player_status.distros++;
554 case 2: // Add an upgrade!
555 if (tux.size == SMALL) /* Tux is small, add mints! */
556 add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
557 else /* Tux is big, add an iceflower: */
558 add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
559 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
562 case 3: // Add a golden herring
563 add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
566 case 4: // Add a 1up extra
567 add_upgrade(posx, posy, col_side, UPGRADE_1UP);
574 level->change(x, y, TM_IA, tile->next_tile);
577 /* Try to grab a distro: */
579 World::trygrabdistro(float x, float y, int bounciness)
581 Tile* tile = gettile(x, y);
582 if (tile && tile->distro)
584 level->change(x, y, TM_IA, tile->next_tile);
585 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
587 if (bounciness == BOUNCE)
589 add_bouncy_distro(((int)(x + 1) / 32) * 32,
593 player_status.score = player_status.score + SCORE_DISTRO;
594 player_status.distros++;
598 /* Try to bump a bad guy from below: */
600 World::trybumpbadguy(float x, float y)
603 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
605 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
606 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
608 (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
613 for (unsigned int i = 0; i < upgrades.size(); i++)
615 if (upgrades[i].base.height == 32 &&
616 upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
617 upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
619 upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);