Just added a missing header.
[supertux.git] / src / gameobjs.cpp
index 3f23894..f2d589b 100644 (file)
 #include "gameobjs.h"
 #include "sprite_manager.h"
 #include "resources.h"
+#include "level.h"
+#include "display_manager.h"
 
-void
-BouncyDistro::init(float x, float y)
+BouncyDistro::BouncyDistro(DisplayManager& displaymanager, const Vector& pos)
+  : position(pos)
 {
-  base.x = x;
-  base.y = y;
-  base.ym = -2;
+  ym = -2;
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
 }
 
 void
-BouncyDistro::action(double frame_ratio)
+BouncyDistro::action(float elapsed_time)
 {
-  base.y = base.y + base.ym * frame_ratio;
-
-  base.ym += 0.1 * frame_ratio;
+  position.y += ym * elapsed_time;
 
-  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);
-    }
+  ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+  if(ym >= 0)
+    remove_me();
 }
 
 void
-BouncyDistro::draw()
+BouncyDistro::draw(ViewPort& viewport, int )
 {
-  img_distro[0]->draw(base.x - scroll_x,
-                      base.y - scroll_y);
+  img_distro[0]->draw(viewport.world2screen(position));
 }
 
 
-void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+BrokenBrick::BrokenBrick(DisplayManager& displaymanager, Tile* ntile,
+    const Vector& pos, const Vector& nmovement)
+  : tile(ntile), position(pos), movement(nmovement)
 {
-  tile    = tile_;
-  base.x  = x;
-  base.y  = y;
-  base.xm = xm;
-  base.ym = ym;
-
-  timer.init(true);
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
   timer.start(200);
 }
 
 void
-BrokenBrick::action(double frame_ratio)
+BrokenBrick::action(float elapsed_time)
 {
-  base.x = base.x + base.xm * frame_ratio;
-  base.y = base.y + base.ym * frame_ratio;
+  position += movement * elapsed_time;
 
   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);
-    }
+    remove_me();
 }
 
 void
-BrokenBrick::draw()
+BrokenBrick::draw(ViewPort& viewport, int )
 {
   SDL_Rect src, dest;
   src.x = rand() % 16;
@@ -100,8 +79,8 @@ BrokenBrick::draw()
   src.w = 16;
   src.h = 16;
 
-  dest.x = (int)(base.x - scroll_x);
-  dest.y = (int)(base.y  - scroll_y);
+  dest.x = (int)(position.x - viewport.get_translation().x);
+  dest.y = (int)(position.y - viewport.get_translation().y);
   dest.w = 16;
   dest.h = 16;
   
@@ -109,107 +88,56 @@ BrokenBrick::draw()
     tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
 }
 
-void
-BouncyBrick::init(float x, float y)
+BouncyBrick::BouncyBrick(DisplayManager& displaymanager, const Vector& pos)
+  : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED)
 {
-  base.x   = x;
-  base.y   = y;
-  offset   = 0;
-  offset_m = -BOUNCY_BRICK_SPEED;
-  shape    = World::current()->get_level()->gettileid(x, y);
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+  shape    = World::current()->get_level()->gettileid(pos.x, pos.y);
 }
 
 void
-BouncyBrick::action(double frame_ratio)
+BouncyBrick::action(float elapsed_time)
 {
-  offset = (offset + offset_m * frame_ratio);
+  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<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);
-    }
+    remove_me();
 }
 
 void
-BouncyBrick::draw()
+BouncyBrick::draw(ViewPort& viewport, 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);
-        }
-
-      Tile::draw(base.x - scroll_x,
-                 base.y - scroll_y + offset,
-                 shape);
-    }
+  Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
 }
 
-void
-FloatingScore::init(float x, float y, int s)
+FloatingScore::FloatingScore(DisplayManager& displaymanager, 
+    const Vector& pos, int score)
+  : position(pos)
 {
-  base.x = x;
-  base.y = y - 16;
-  timer.init(true);
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
   timer.start(1000);
-  value = s;
+  snprintf(str, 10, "%d", score);
+  position.x -= strlen(str) * 8;
 }
 
 void
-FloatingScore::action(double frame_ratio)
+FloatingScore::action(float elapsed_time)
 {
-  base.y = base.y - 2 * frame_ratio;
+  position.y -= 2 * elapsed_time;
 
   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);
-    }
+    remove_me();
 }
 
 void
-FloatingScore::draw()
+FloatingScore::draw(ViewPort& viewport, int )
 {
-  char str[10];
-  sprintf(str, "%d", value);
-  gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+  gold_text->draw(str, viewport.world2screen(position));
 }
 
 /* Trampoline */
@@ -219,9 +147,10 @@ Sprite *img_trampoline[TRAMPOLINE_FRAMES];
 
 void load_object_gfx()
 {
+  char sprite_name[16];
+
   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);
   }
@@ -232,15 +161,20 @@ 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[0]->draw((int)base.x, (int)base.y);
+  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);
@@ -249,27 +183,54 @@ Trampoline::draw()
 void
 Trampoline::action(double frame_ratio)
 {
-  physic.apply(frame_ratio, base.x, base.y);
+  // TODO: Remove if we're too far off the screen
+
+  // 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);
 
-  if (issolid(base.x + base.width/2, base.y + base.height))
+      physic.set_velocity_x(0);
+    }
+    else
+    {
+      physic.enable_gravity(true);
+    }
+  }
+  else // Player is carrying us around
   {
-    base.y = int((base.y + base.height)/32) * 32 - base.height;
+    /* 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;
+    }
 
-    physic.enable_gravity(false);
-    physic.set_velocity_y(0.0f);
+    if(collision_object_map(base))
+    {
+      base.x = tux.base.x;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
   }
-  else
-    physic.enable_gravity(true);
 
+  physic.apply(frame_ratio, base.x, base.y);
+  collision_swept_object_map(&old_base, &base);
 }
 
-// TODO:
-// If HELD
-//   - move with tux
-// If jumped on
-//   - compress springs (reduce height)
-
 void
 Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
 {
@@ -281,22 +242,26 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
 
       if (type == COLLISION_NORMAL)
       {
-        // TODO: Pick up if HELD
+        // Pick up if HELD (done in Player)
       }
 
       else if (type == COLLISION_SQUISH)
       {
-        // TODO: compress springs
-        // TODO: launch tux, if necessary
-
-        base.y = pplayer_c->base.y + pplayer_c->base.height;
-        base.height = (32 - (int)pplayer_c->base.y % 32);
-        if (base.height < 16)
-        {
-          base.height = 32;
-
-          pplayer_c->physic.set_velocity_y(8);
-        }
+        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);
+        else if (pplayer_c->physic.get_velocity_y() < 0)
+          pplayer_c->physic.set_velocity_y(-squish_amount/32);
       }
 
       break;
@@ -307,5 +272,204 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
   }
 }
 
+
+/* Object Manager */
+//---------------------------------------------------------------------------
+
+ObjectManager::ObjectManager()
+{
+  std::string filename = datadir + "/images/tilesets/supertux.stbg";
+  load_badguys(filename);
+}
+
+ObjectManager::~ObjectManager()
+{
+  for(std::vector<BadGuy*>::iterator i = badguys.begin(); i != badguys.end(); ++i) {
+    delete *i;                                                                  
+  }
+}
+
+void ObjectManager::load_badguys(std::string filename)
+{
+  (void) filename;
+/*
+  lisp_object_t* root_obj = lisp_read_from_file(filename);
+
+  if (!root_obj)
+    st_abort("Couldn't load file", filename);
+
+  if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-badguys") == 0)
+    {
+      lisp_object_t* cur = lisp_cdr(root_obj);
+
+      while(!lisp_nil_p(cur))
+        {
+          lisp_object_t* element = lisp_car(cur);
+
+          if (strcmp(lisp_symbol(lisp_car(element)), "badguy") == 0)
+            {
+             
+            
+              Tile* tile = new Tile;
+              tile->id      = -1;
+              tile->solid   = false;
+              tile->brick   = false;
+              tile->ice     = false;
+              tile->water   = false;
+              tile->fullbox = false;
+              tile->distro  = false;
+              tile->goal    = false;
+              tile->data    = 0;
+              tile->next_tile  = 0;
+              tile->anim_speed = 25;
+
+              LispReader reader(lisp_cdr(element));
+              assert(reader.read_int("id",  &tile->id));
+              reader.read_bool("solid",     &tile->solid);
+              reader.read_bool("brick",     &tile->brick);
+              reader.read_bool("ice",       &tile->ice);
+              reader.read_bool("water",     &tile->water);
+              reader.read_bool("fullbox",   &tile->fullbox);
+              reader.read_bool("distro",    &tile->distro);
+              reader.read_bool("goal",      &tile->goal);
+              reader.read_int("data",       &tile->data);
+              reader.read_int("anim-speed", &tile->anim_speed);
+              reader.read_int("next-tile",  &tile->next_tile);
+              reader.read_string_vector("images",  &tile->filenames);
+             reader.read_string_vector("editor-images", &tile->editor_filenames);
+
+              for(std::vector<std::string>::iterator it = tile->
+                  filenames.begin();
+                  it != tile->filenames.end();
+                  ++it)
+                {
+                  Surface* cur_image;
+                  tile->images.push_back(cur_image);
+                  tile->images[tile->images.size()-1] = new Surface(
+                               datadir +  "/images/tilesets/" + (*it),
+                               USE_ALPHA);
+                }
+              for(std::vector<std::string>::iterator it = tile->editor_filenames.begin();
+                  it != tile->editor_filenames.end();
+                  ++it)
+                {
+                  Surface* cur_image;
+                  tile->editor_images.push_back(cur_image);
+                  tile->editor_images[tile->editor_images.size()-1] = new Surface(
+                               datadir + "/images/tilesets/" + (*it),
+                               USE_ALPHA);
+                }
+               
+              if (tile->id + tileset_id >= int(tiles.size())
+                 )
+                tiles.resize(tile->id + tileset_id+1);
+
+              tiles[tile->id + tileset_id] = tile;
+            }
+          else if (strcmp(lisp_symbol(lisp_car(element)), "tileset") == 0)
+            {
+              LispReader reader(lisp_cdr(element));
+              std::string filename;
+              reader.read_string("file",  &filename);
+              filename = datadir + "/images/tilesets/" + filename;
+              load_tileset(filename);
+            }
+          else if (strcmp(lisp_symbol(lisp_car(element)), "tilegroup") == 0)
+            {
+              TileGroup new_;
+              LispReader reader(lisp_cdr(element));
+              reader.read_string("name",  &new_.name);
+              reader.read_int_vector("tiles", &new_.tiles);          
+              if(!tilegroups_)
+                tilegroups_ = new std::set<TileGroup>;
+              tilegroups_->insert(new_).first;
+            }
+          else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
+            {
+              LispReader reader(lisp_cdr(element));
+              reader.read_int("id",  &tileset_id);
+              tileset_id *= 1000;
+            }
+          else
+            {
+              puts("Unhandled symbol");
+            }
+
+          cur = lisp_cdr(cur);
+        }
+    }
+  else
+    {
+      assert(0);
+    }
+
+  lisp_free(root_obj);
+*/
+}
+
+void ObjectManager::draw_bg()
+{
+/*
+  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
+    bouncy_bricks[i]->draw();
+
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->draw();
+
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+    (*i)->draw();
+*/
+}
+
+void ObjectManager::draw_fg()
+{
+/*
+  for (unsigned int i = 0; i < bullets.size(); ++i)
+    bullets[i].draw();
+
+  for (unsigned int i = 0; i < floating_scores.size(); ++i)
+    floating_scores[i]->draw();
+
+  for (unsigned int i = 0; i < upgrades.size(); ++i)
+    upgrades[i].draw();
+
+  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
+    bouncy_distros[i]->draw();
+
+  for (unsigned int i = 0; i < broken_bricks.size(); ++i)
+    broken_bricks[i]->draw();
+*/
+}
+
+void ObjectManager::actions()
+{
+/*
+  for (unsigned int i = 0; i < bouncy_distros.size(); i++)
+    bouncy_distros[i]->action(frame_ratio);
+
+  for (unsigned int i = 0; i < broken_bricks.size(); i++)
+    broken_bricks[i]->action(frame_ratio);
+
+  // Handle all kinds of game objects
+  for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
+    bouncy_bricks[i]->action(frame_ratio);
+  
+  for (unsigned int i = 0; i < floating_scores.size(); i++)
+    floating_scores[i]->action(frame_ratio);
+
+  for (unsigned int i = 0; i < bullets.size(); ++i)
+    bullets[i].action(frame_ratio);
+  
+  for (unsigned int i = 0; i < upgrades.size(); i++)
+    upgrades[i].action(frame_ratio);
+
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->action(frame_ratio);
+
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+     (*i)->action(frame_ratio);
+*/
+}
+
 /* EOF */