- added spikes
[supertux.git] / src / gameobjs.cpp
index f166305..3a1eeac 100644 (file)
@@ -1,55 +1,99 @@
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
+#include <algorithm>
+#include <iostream>
 #include "world.h"
 #include "tile.h"
 #include "gameloop.h"
 #include "gameobjs.h"
+#include "sprite_manager.h"
+#include "resources.h"
+#include "level.h"
 
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
+void
+BouncyDistro::init(float x, float y)
 {
-  pbouncy_distro->base.x = x;
-  pbouncy_distro->base.y = y;
-  pbouncy_distro->base.ym = -2;
+  base.x = x;
+  base.y = y;
+  base.ym = -2;
 }
 
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+void
+BouncyDistro::action(double frame_ratio)
 {
-  pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+  base.y = base.y + base.ym * frame_ratio;
 
-  pbouncy_distro->base.ym += 0.1 * frame_ratio;
+  base.ym += 0.1 * frame_ratio;
 
-  if (pbouncy_distro->base.ym >= 0)
-    world.bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
+  if (base.ym >= 0)
+    {
+      std::vector<BouncyDistro*>::iterator i
+        = std::find(World::current()->bouncy_distros.begin(), 
+                    World::current()->bouncy_distros.end(), 
+                    this);
+      if (i != World::current()->bouncy_distros.end())
+        World::current()->bouncy_distros.erase(i);
+    }
 }
 
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+void
+BouncyDistro::draw()
 {
-  texture_draw(&img_distro[0],
-               pbouncy_distro->base.x - scroll_x,
-               pbouncy_distro->base.y);
+  img_distro[0]->draw(base.x - scroll_x,
+                      base.y - scroll_y);
 }
 
-void broken_brick_init(broken_brick_type* pbroken_brick, Tile* tile, 
-                       float x, float y, float xm, float ym)
+
+void
+BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
 {
-  pbroken_brick->tile   = tile;
-  pbroken_brick->base.x = x;
-  pbroken_brick->base.y = y;
-  pbroken_brick->base.xm = xm;
-  pbroken_brick->base.ym = ym;
+  tile    = tile_;
+  base.x  = x;
+  base.y  = y;
+  base.xm = xm;
+  base.ym = ym;
 
-  timer_init(&pbroken_brick->timer, true);
-  timer_start(&pbroken_brick->timer,200);
+  timer.init(true);
+  timer.start(200);
 }
 
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+BrokenBrick::action(double frame_ratio)
 {
-  pbroken_brick->base.x = pbroken_brick->base.x + pbroken_brick->base.xm * frame_ratio;
-  pbroken_brick->base.y = pbroken_brick->base.y + pbroken_brick->base.ym * frame_ratio;
+  base.x = base.x + base.xm * frame_ratio;
+  base.y = base.y + base.ym * frame_ratio;
 
-  if (!timer_check(&pbroken_brick->timer))
-    world.broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+  if (!timer.check())
+    {
+      std::vector<BrokenBrick*>::iterator i
+        = std::find(World::current()->broken_bricks.begin(), 
+                    World::current()->broken_bricks.end(), 
+                    this);
+      if (i != World::current()->broken_bricks.end())
+        World::current()->broken_bricks.erase(i);
+    }
 }
 
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+BrokenBrick::draw()
 {
   SDL_Rect src, dest;
   src.x = rand() % 16;
@@ -57,101 +101,246 @@ void broken_brick_draw(broken_brick_type* pbroken_brick)
   src.w = 16;
   src.h = 16;
 
-  dest.x = (int)(pbroken_brick->base.x - scroll_x);
-  dest.y = (int)pbroken_brick->base.y;
+  dest.x = (int)(base.x - scroll_x);
+  dest.y = (int)(base.y  - scroll_y);
   dest.w = 16;
   dest.h = 16;
   
-  if (pbroken_brick->tile->images.size() > 0)
-    texture_draw_part(&pbroken_brick->tile->images[0],
-                      src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+  if (tile->images.size() > 0)
+    tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
 }
 
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+void
+BouncyBrick::init(float x, float y)
 {
-  pbouncy_brick->base.x   = x;
-  pbouncy_brick->base.y   = y;
-  pbouncy_brick->offset   = 0;
-  pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
-  pbouncy_brick->shape    = GameSession::current()->get_level()->gettileid(x, y);
+  base.x   = x;
+  base.y   = y;
+  offset   = 0;
+  offset_m = -BOUNCY_BRICK_SPEED;
+  shape    = World::current()->get_level()->gettileid(x, y);
 }
 
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+void
+BouncyBrick::action(double frame_ratio)
 {
-
-  pbouncy_brick->offset = (pbouncy_brick->offset +
-                           pbouncy_brick->offset_m * frame_ratio);
+  offset = (offset + offset_m * frame_ratio);
 
   /* Go back down? */
-
-  if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
-    pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+  if (offset < -BOUNCY_BRICK_MAX_OFFSET)
+    offset_m = BOUNCY_BRICK_SPEED;
 
 
   /* Stop bouncing? */
-
-  if (pbouncy_brick->offset >= 0)
-    world.bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+  if (offset >= 0)
+    {
+      std::vector<BouncyBrick*>::iterator i
+        = std::find(World::current()->bouncy_bricks.begin(), 
+                    World::current()->bouncy_bricks.end(), 
+                    this);
+      if (i != World::current()->bouncy_bricks.end())
+        World::current()->bouncy_bricks.erase(i);
+    }
 }
 
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+void
+BouncyBrick::draw()
 {
-  int s;
   SDL_Rect dest;
   
-  if (pbouncy_brick->base.x >= scroll_x - 32 &&
-      pbouncy_brick->base.x <= scroll_x + screen->w)
+  if (base.x >= scroll_x - 32 &&
+      base.x <= scroll_x + screen->w)
     {
-      dest.x = (int)(pbouncy_brick->base.x - scroll_x);
-      dest.y = (int)pbouncy_brick->base.y;
+      dest.x = (int)(base.x - scroll_x);
+      dest.y = (int)(base.y - scroll_y);
       dest.w = 32;
       dest.h = 32;
 
-      Level* plevel = GameSession::current()->get_level();
+      Level* plevel = World::current()->get_level();
 
       // FIXME: overdrawing hack to clean the tile from the screen to
       // paint it later at on offseted position
       if(plevel->bkgd_image[0] == '\0')
         {
-          fillrect(pbouncy_brick->base.x - scroll_x, pbouncy_brick->base.y,
+          fillrect(base.x - scroll_x, base.y - scroll_y,
                    32,32, 
-                   plevel->bkgd_red, plevel->bkgd_green, plevel->bkgd_blue, 0);
+                   plevel->bkgd_top.red, plevel->bkgd_top.green, plevel->bkgd_top.blue, 0);
+// FIXME: doesn't respect the gradient, futhermore is this necessary at all??
         }
       else
         {
-          s = (int)scroll_x / 30;
-          texture_draw_part(&plevel->img_bkgd, dest.x + s, dest.y, 
-                            dest.x, dest.y,dest.w,dest.h);
+          int s = ((int)scroll_x / 2)%640;
+          plevel->img_bkgd->draw_part(dest.x + s, dest.y, 
+                                      dest.x, dest.y,dest.w,dest.h);
         }
 
-      Tile::draw(pbouncy_brick->base.x - scroll_x,
-                 pbouncy_brick->base.y + pbouncy_brick->offset,
-                 pbouncy_brick->shape);
+      Tile::draw(base.x - scroll_x,
+                 base.y - scroll_y + offset,
+                 shape);
     }
 }
 
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
+void
+FloatingScore::init(float x, float y, int s)
 {
-  pfloating_score->base.x = x;
-  pfloating_score->base.y = y - 16;
-  timer_init(&pfloating_score->timer,true);
-  timer_start(&pfloating_score->timer,1000);
-  pfloating_score->value = s;
+  base.x = x;
+  base.y = y - 16;
+  timer.init(true);
+  timer.start(1000);
+  value = s;
 }
 
-void floating_score_action(floating_score_type* pfloating_score)
+void
+FloatingScore::action(double frame_ratio)
 {
-  pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+  base.y = base.y - 2 * frame_ratio;
 
-  if(!timer_check(&pfloating_score->timer))
-    world.floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+  if(!timer.check())
+    {
+      std::vector<FloatingScore*>::iterator i
+        = std::find(World::current()->floating_scores.begin(), 
+                    World::current()->floating_scores.end(), 
+                    this);
+      if (i != World::current()->floating_scores.end())
+        World::current()->floating_scores.erase(i);
+    }
 }
 
-void floating_score_draw(floating_score_type* pfloating_score)
+void
+FloatingScore::draw()
 {
   char str[10];
-  sprintf(str, "%d", pfloating_score->value);
-  text_draw(&gold_text, str, (int)pfloating_score->base.x + 16 - strlen(str) * 8, (int)pfloating_score->base.y, 1);
+  sprintf(str, "%d", value);
+  gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+}
+
+/* Trampoline */
+
+#define TRAMPOLINE_FRAMES 4
+Sprite *img_trampoline[TRAMPOLINE_FRAMES];
+
+void load_object_gfx()
+{
+  for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
+  {
+    char sprite_name[16];
+    sprintf(sprite_name, "trampoline-%i", i+1);
+    img_trampoline[i] = sprite_manager->load(sprite_name);
+  }
+}
+
+void
+Trampoline::init(float x, float y)
+{
+  base.x = x;
+  base.y = y;
+  base.width = 32;
+  base.height = 32;
+
+  frame = 0;
+  mode = M_NORMAL;
+  physic.reset();
+}
+
+void
+Trampoline::draw()
+{
+  img_trampoline[frame]->draw((int)base.x, (int)base.y);
+
+  frame = 0;
+
+  if (debug_mode)
+    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75, 75, 0, 150);
+}
+
+void
+Trampoline::action(double frame_ratio)
+{
+  // TODO: Remove if we're too far off the screen
+
+  physic.apply(frame_ratio, base.x, base.y);
+
+  // Falling
+  if (mode != M_HELD)
+  {
+    if (issolid(base.x + base.width/2, base.y + base.height))
+    {
+      base.y = int((base.y + base.height)/32) * 32 - base.height;
+
+      physic.enable_gravity(false);
+      physic.set_velocity_y(0.0f);
+
+      physic.set_velocity_x(0);
+    }
+    else
+    {
+      physic.enable_gravity(true);
+    }
+  }
+  else // Player is carrying us around
+  {
+    /* FIXME: The trampoline object shouldn't know about pplayer objects. */
+    /* If we're holding the iceblock */
+    Player& tux = *World::current()->get_tux();
+    Direction dir = tux.dir;
+
+    if(dir == RIGHT)
+    {
+      base.x = tux.base.x + 16;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
+    else /* facing left */
+    {
+      base.x = tux.base.x - 16;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
+
+    if(collision_object_map(base))
+    {
+      base.x = tux.base.x;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
+  }
+}
+
+void
+Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
+{
+  Player* pplayer_c = NULL;
+  switch (c_object)
+  {
+    case CO_PLAYER:
+      pplayer_c = (Player*) p_c_object;
+
+      if (type == COLLISION_NORMAL)
+      {
+        // Pick up if HELD (done in Player)
+      }
+
+      else if (type == COLLISION_SQUISH)
+      {
+        int squish_amount = (32 - (int)pplayer_c->base.y % 32);
+
+        if (squish_amount < 24)
+          frame = 3;
+        else if (squish_amount < 28)
+          frame = 2;
+        else if (squish_amount < 30)
+          frame = 1;
+        else
+          frame = 0;
+
+        if (squish_amount < 24)
+          pplayer_c->physic.set_velocity_y(power);
+        else if (pplayer_c->physic.get_velocity_y() < 0)
+          pplayer_c->physic.set_velocity_y(-squish_amount/32);
+      }
+
+      break;
+
+    default:
+      break;
+    
+  }
 }
 
 /* EOF */