// 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 "world.h"
+#include <iostream>
+#include <cmath>
+
+#include "app/globals.h"
#include "tile.h"
+#include "tile_manager.h"
#include "gameloop.h"
#include "gameobjs.h"
+#include "special/sprite_manager.h"
+#include "resources.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "video/drawing_context.h"
+#include "camera.h"
+
+BouncyDistro::BouncyDistro(const Vector& pos)
+ : position(pos)
+{
+ ym = -2;
+}
void
-BouncyDistro::init(float x, float y)
+BouncyDistro::action(float elapsed_time)
{
- base.x = x;
- base.y = y;
- base.ym = -2;
+ position.y += ym * elapsed_time;
+
+ ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+ if(ym >= 0)
+ remove_me();
+}
+
+void
+BouncyDistro::draw(DrawingContext& context)
+{
+ context.draw_surface(img_distro[0], position, LAYER_OBJECTS);
+}
+
+
+BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement)
+ : tile(ntile), position(pos), movement(nmovement)
+{
+ timer.start(200);
}
void
-BouncyDistro::action(double frame_ratio)
+BrokenBrick::action(float elapsed_time)
{
- base.y = base.y + base.ym * frame_ratio;
+ position += movement * elapsed_time;
- base.ym += 0.1 * frame_ratio;
+ if (!timer.check())
+ remove_me();
+}
- if (base.ym >= 0)
+void
+BrokenBrick::draw(DrawingContext& context)
+{
+ if (tile->images.size() > 0)
+ context.draw_surface_part(tile->images[0],
+ Vector(rand() % 16, rand() % 16),
+ Vector(16, 16),
+ position, LAYER_OBJECTS + 1);
+}
+
+BouncyBrick::BouncyBrick(const Vector& pos)
+ : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED),
+ shape(Sector::current()->solids->get_tile_id_at(pos))
+{
+ shape.hidden = true;
+}
+
+void
+BouncyBrick::action(float elapsed_time)
+{
+ offset += offset_m * elapsed_time;
+
+ /* Go back down? */
+ if (offset < -BOUNCY_BRICK_MAX_OFFSET)
+ offset_m = BOUNCY_BRICK_SPEED;
+
+ /* Stop bouncing? */
+ if (offset >= 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);
+ shape.hidden = false;
+ remove_me();
}
}
void
-BouncyDistro::draw()
+BouncyBrick::draw(DrawingContext& context)
+{
+ TileManager::instance()->
+ draw_tile(context, shape.id, position + Vector(0, offset), LAYER_TILES+1);
+}
+
+FloatingText::FloatingText(const Vector& pos, const std::string& text_)
+ : position(pos), text(text_)
{
- img_distro[0]->draw(base.x - scroll_x,
- base.y - scroll_y);
+ timer.start(1000);
+ position.x -= text.size() * 8;
}
+FloatingText::FloatingText(const Vector& pos, int score)
+ : position(pos)
+{
+ timer.start(1000);
+
+ // turn int into a string
+ char str[10];
+ snprintf(str, 10, "%d", score);
+ text = str;
+
+ position.x -= text.size() * 8;
+}
void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+FloatingText::action(float elapsed_time)
{
- tile = tile_;
- base.x = x;
- base.y = y;
- base.xm = xm;
- base.ym = ym;
+ position.y -= 1.4 * elapsed_time;
- timer.init(true);
- timer.start(200);
+ if(!timer.check())
+ remove_me();
}
+#define FADING_TIME 350
+
void
-BrokenBrick::action(double frame_ratio)
+FloatingText::draw(DrawingContext& context)
{
- base.x = base.x + base.xm * frame_ratio;
- base.y = base.y + base.ym * frame_ratio;
+ // make an alpha animation when disapearing
+ int alpha;
+ if(timer.get_left() < FADING_TIME)
+ alpha = timer.get_left() * 255 / FADING_TIME;
+ else
+ alpha = 255;
- 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);
- }
+ context.push_transform();
+ context.set_alpha(alpha);
+
+ context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+
+ context.pop_transform();
+}
+
+/* Trampoline */
+
+Sprite *img_trampoline;
+
+Trampoline::Trampoline(LispReader& reader)
+{
+ reader.read_float("x", base.x);
+ reader.read_float("y", base.y);
+ base.width = 32;
+ base.height = 32;
+ power = 7.5;
+ reader.read_float("power", power);
+
+ frame = 0;
+ mode = M_NORMAL;
+ physic.reset();
+}
+
+Trampoline::Trampoline(float x, float y)
+{
+ base.x = x;
+ base.y = y;
+ base.width = 32;
+ base.height = 32;
+ power = 7.5;
+
+ frame = 0;
+ mode = M_NORMAL;
+ physic.reset();
}
void
-BrokenBrick::draw()
+Trampoline::write(LispWriter& writer)
{
- SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
+ writer.start_list("trampoline");
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 16;
- dest.h = 16;
-
- if (tile->images.size() > 0)
- tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_float("power", power);
+
+ writer.end_list("trampoline");
}
void
-BouncyBrick::init(float x, float y)
+Trampoline::draw(DrawingContext& context)
{
- base.x = x;
- base.y = y;
- offset = 0;
- offset_m = -BOUNCY_BRICK_SPEED;
- shape = World::current()->get_level()->gettileid(x, y);
+ img_trampoline->set_frame(frame);
+ img_trampoline->draw(context, base, LAYER_OBJECTS);
+ frame = 0;
}
void
-BouncyBrick::action(double frame_ratio)
+Trampoline::action(float frame_ratio)
{
- offset = (offset + offset_m * frame_ratio);
+ // TODO: Remove if we're too far off the screen
- /* Go back down? */
- if (offset < -BOUNCY_BRICK_MAX_OFFSET)
- offset_m = BOUNCY_BRICK_SPEED;
+ // 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);
- /* Stop bouncing? */
- if (offset >= 0)
+ physic.set_velocity_x(0);
+ }
+ else
{
- 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);
+ 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 = *Sector::current()->player;
+ 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;
+ }
+ }
+
+ physic.apply(frame_ratio, base.x, base.y, Sector::current()->gravity);
+ collision_swept_object_map(&old_base, &base);
}
void
-BouncyBrick::draw()
+Trampoline::collision(const MovingObject&, int)
{
- SDL_Rect dest;
-
- if (base.x >= scroll_x - 32 &&
- base.x <= scroll_x + screen->w)
- {
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 32;
- dest.h = 32;
-
- 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(base.x - scroll_x, base.y - scroll_y,
- 32,32,
- 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
- {
- 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);
+ // comes later
+}
+
+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 < 20) {
+ pplayer_c->physic.set_velocity_y(power);
+ pplayer_c->fall_mode = Player::TRAMPOLINE_JUMP;
}
+ else if (pplayer_c->physic.get_velocity_y() < 0)
+ pplayer_c->physic.set_velocity_y(-squish_amount/32);
+ }
+
+ break;
+
+ default:
+ break;
+
+ }
+}
- Tile::draw(base.x - scroll_x,
- base.y - scroll_y + offset,
- shape);
+/* Flying Platform */
+
+Sprite *img_flying_platform;
+
+FlyingPlatform::FlyingPlatform(LispReader& reader)
+{
+ reader.read_int_vector("x", pos_x);
+ reader.read_int_vector("y", pos_y);
+
+ velocity = 2.0;
+ reader.read_float("velocity", velocity);
+
+ base.x = pos_x[0];
+ base.y = pos_y[0];
+ base.width = 96;
+ base.height = 40;
+
+ point = 0;
+ move = false;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+
+ frame = 0;
+}
+
+FlyingPlatform::FlyingPlatform(int x, int y)
+{
+base.x = x;
+base.y = y;
+point = 0;
+move = false;
+}
+
+void
+FlyingPlatform::write(LispWriter& writer)
+{
+ writer.start_list("flying-trampoline");
+
+ writer.write_int_vector("x", pos_x);
+ writer.write_int_vector("y", pos_y);
+ writer.write_float("velocity", velocity);
+
+ writer.end_list("flying-trampoline");
+}
+
+void
+FlyingPlatform::draw(DrawingContext& context)
+{
+ img_flying_platform->draw(context, base, LAYER_OBJECTS);
+}
+
+void
+FlyingPlatform::action(float frame_ratio)
+{
+ // TODO: Remove if we're too far off the screen
+
+if(!move)
+ return;
+
+if((unsigned)point+1 != pos_x.size())
+ {
+ if(((pos_x[point+1] > pos_x[point] && base.x >= pos_x[point+1]) ||
+ (pos_x[point+1] < pos_x[point] && base.x <= pos_x[point+1]) ||
+ pos_x[point] == pos_x[point+1]) &&
+ ((pos_y[point+1] > pos_y[point] && base.y >= pos_y[point+1]) ||
+ (pos_y[point+1] < pos_y[point] && base.y <= pos_y[point+1]) ||
+ pos_y[point] == pos_y[point+1]))
+ {
+ point++;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
}
+ }
+else // last point
+ {
+ // point = 0;
+ // reverse vector
+ return;
+ }
+/*
+if(pos_x[point+1] > base.x)
+ base.x += velocity * frame_ratio;
+else if(pos_x[point+1] < base.x)
+ base.x -= velocity * frame_ratio;
+
+if(pos_y[point+1] > base.y)
+ base.y += velocity * frame_ratio;
+else if(pos_y[point+1] < base.y)
+ base.y -= velocity * frame_ratio;
+*/
+
+base.x += vel_x * frame_ratio;
+base.y += vel_y * frame_ratio;
}
void
-FloatingScore::init(float x, float y, int s)
+FlyingPlatform::collision(const MovingObject&, int)
{
- base.x = x;
- base.y = y - 16;
- timer.init(true);
- timer.start(1000);
- value = s;
+ // comes later
}
void
-FloatingScore::action(double frame_ratio)
+FlyingPlatform::collision(void *p_c_object, int c_object, CollisionType type)
{
- base.y = base.y - 2 * frame_ratio;
+(void) p_c_object;
+(void) type;
+
+// Player* pplayer_c = NULL;
+ switch (c_object)
+ {
+ case CO_PLAYER:
+// pplayer_c = (Player*) p_c_object;
+ move = true;
+
+ break;
+
+ default:
+ break;
+
+ }
+}
+
+Sprite *img_smoke_cloud;
+
+SmokeCloud::SmokeCloud(const Vector& pos)
+ : position(pos)
+{
+ timer.start(300);
+}
+
+void
+SmokeCloud::action(float elapsed_time)
+{
+ position.y -= 1.2 * elapsed_time;
if(!timer.check())
+ remove_me();
+}
+
+void
+SmokeCloud::draw(DrawingContext& context)
+{
+ img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
+}
+
+Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
+ : color(color_), size(size_), vel(velocity), accel(acceleration)
+{
+ if(life_time == 0)
+ {
+ live_forever = true;
+ }
+ else
{
- 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);
+ live_forever = false;
+ timer.start(life_time);
+ }
+
+ // create particles
+ for(int p = 0; p < number; p++)
+ {
+ Particle* particle = new Particle;
+ particle->pos = epicenter;
+ particle->angle = (rand() % 360) * (M_PI / 180); // in radius
+
+ particles.push_back(particle);
}
}
+Particles::~Particles()
+{
+ // free particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ delete (*i);
+}
+
void
-FloatingScore::draw()
+Particles::action(float elapsed_time)
{
- char str[10];
- sprintf(str, "%d", value);
- gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+ vel.x += accel.x * elapsed_time;
+ vel.y += accel.y * elapsed_time;
+
+ int camera_x = (int)Sector::current()->camera->get_translation().x;
+ int camera_y = (int)Sector::current()->camera->get_translation().y;
+
+ // update particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ {
+ (*i)->pos.x += sin((*i)->angle) * vel.x * elapsed_time;
+ (*i)->pos.y += cos((*i)->angle) * vel.y * elapsed_time;
+
+ if((*i)->pos.x < camera_x || (*i)->pos.x > screen->w + camera_x ||
+ (*i)->pos.y < camera_y || (*i)->pos.y > screen->h + camera_y)
+ {
+ delete (*i);
+ particles.erase(i);
+ }
+ }
+
+ if((!timer.check() && !live_forever) || particles.size() == 0)
+ remove_me();
}
-/* EOF */
+void
+Particles::draw(DrawingContext& context)
+{
+ // draw particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ {
+ context.draw_filled_rect((*i)->pos, Vector(size,size), color, LAYER_OBJECTS+10);
+ }
+}
+void load_object_gfx()
+{
+ img_trampoline = sprite_manager->load("trampoline");
+ img_trampoline->start_animation(0);
+ img_flying_platform = sprite_manager->load("flying_platform");
+ img_smoke_cloud = sprite_manager->load("stomp");
+}