Just added a missing header.
[supertux.git] / src / gameobjs.cpp
index f166305..f2d589b 100644 (file)
@@ -1,55 +1,77 @@
+//  $Id$
+// 
+//  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"
+#include "display_manager.h"
 
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
+BouncyDistro::BouncyDistro(DisplayManager& displaymanager, const Vector& pos)
+  : position(pos)
 {
-  pbouncy_distro->base.x = x;
-  pbouncy_distro->base.y = y;
-  pbouncy_distro->base.ym = -2;
+  ym = -2;
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
 }
 
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+void
+BouncyDistro::action(float elapsed_time)
 {
-  pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+  position.y += ym * elapsed_time;
 
-  pbouncy_distro->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));
+  ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+  if(ym >= 0)
+    remove_me();
 }
 
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+void
+BouncyDistro::draw(ViewPort& viewport, int )
 {
-  texture_draw(&img_distro[0],
-               pbouncy_distro->base.x - scroll_x,
-               pbouncy_distro->base.y);
+  img_distro[0]->draw(viewport.world2screen(position));
 }
 
-void broken_brick_init(broken_brick_type* pbroken_brick, 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;
 
-  timer_init(&pbroken_brick->timer, true);
-  timer_start(&pbroken_brick->timer,200);
+BrokenBrick::BrokenBrick(DisplayManager& displaymanager, Tile* ntile,
+    const Vector& pos, const Vector& nmovement)
+  : tile(ntile), position(pos), movement(nmovement)
+{
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+  timer.start(200);
 }
 
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+BrokenBrick::action(float elapsed_time)
 {
-  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;
+  position += movement * elapsed_time;
 
-  if (!timer_check(&pbroken_brick->timer))
-    world.broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+  if (!timer.check())
+    remove_me();
 }
 
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+BrokenBrick::draw(ViewPort& viewport, int )
 {
   SDL_Rect src, dest;
   src.x = rand() % 16;
@@ -57,101 +79,396 @@ 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)(position.x - viewport.get_translation().x);
+  dest.y = (int)(position.y - viewport.get_translation().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)
+BouncyBrick::BouncyBrick(DisplayManager& displaymanager, const Vector& pos)
+  : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED)
 {
-  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);
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+  shape    = World::current()->get_level()->gettileid(pos.x, pos.y);
 }
 
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+void
+BouncyBrick::action(float elapsed_time)
 {
-
-  pbouncy_brick->offset = (pbouncy_brick->offset +
-                           pbouncy_brick->offset_m * frame_ratio);
+  offset += offset_m * elapsed_time;
 
   /* Go back down? */
+  if (offset < -BOUNCY_BRICK_MAX_OFFSET)
+    offset_m = BOUNCY_BRICK_SPEED;
 
-  if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
-    pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+  /* Stop bouncing? */
+  if (offset >= 0)
+    remove_me();
+}
 
+void
+BouncyBrick::draw(ViewPort& viewport, int)
+{
+  Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
+}
 
-  /* Stop bouncing? */
+FloatingScore::FloatingScore(DisplayManager& displaymanager, 
+    const Vector& pos, int score)
+  : position(pos)
+{
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+  timer.start(1000);
+  snprintf(str, 10, "%d", score);
+  position.x -= strlen(str) * 8;
+}
 
-  if (pbouncy_brick->offset >= 0)
-    world.bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+void
+FloatingScore::action(float elapsed_time)
+{
+  position.y -= 2 * elapsed_time;
+
+  if(!timer.check())
+    remove_me();
 }
 
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+void
+FloatingScore::draw(ViewPort& viewport, int )
 {
-  int s;
-  SDL_Rect dest;
-  
-  if (pbouncy_brick->base.x >= scroll_x - 32 &&
-      pbouncy_brick->base.x <= scroll_x + screen->w)
+  gold_text->draw(str, viewport.world2screen(position));
+}
+
+/* Trampoline */
+
+#define TRAMPOLINE_FRAMES 4
+Sprite *img_trampoline[TRAMPOLINE_FRAMES];
+
+void load_object_gfx()
+{
+  char sprite_name[16];
+
+  for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
+  {
+    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
+
+  // Falling
+  if (mode != M_HELD)
+  {
+    if (issolid(base.x + base.width/2, base.y + base.height))
     {
-      dest.x = (int)(pbouncy_brick->base.x - scroll_x);
-      dest.y = (int)pbouncy_brick->base.y;
-      dest.w = 32;
-      dest.h = 32;
+      base.y = int((base.y + base.height)/32) * 32 - base.height;
 
-      Level* plevel = GameSession::current()->get_level();
+      physic.enable_gravity(false);
+      physic.set_velocity_y(0.0f);
 
-      // 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,
-                   32,32, 
-                   plevel->bkgd_red, plevel->bkgd_green, plevel->bkgd_blue, 0);
-        }
-      else
+      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;
+    }
+  }
+
+  physic.apply(frame_ratio, base.x, base.y);
+  collision_swept_object_map(&old_base, &base);
+}
+
+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);
+        else if (pplayer_c->physic.get_velocity_y() < 0)
+          pplayer_c->physic.set_velocity_y(-squish_amount/32);
+      }
+
+      break;
+
+    default:
+      break;
+    
+  }
+}
+
+
+/* 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))
         {
-          s = (int)scroll_x / 30;
-          texture_draw_part(&plevel->img_bkgd, dest.x + s, dest.y, 
-                            dest.x, dest.y,dest.w,dest.h);
-        }
+          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);
 
-      Tile::draw(pbouncy_brick->base.x - scroll_x,
-                 pbouncy_brick->base.y + pbouncy_brick->offset,
-                 pbouncy_brick->shape);
+              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 floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
+void ObjectManager::draw_bg()
 {
-  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;
+/*
+  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 floating_score_action(floating_score_type* pfloating_score)
+void ObjectManager::draw_fg()
 {
-  pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+/*
+  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();
 
-  if(!timer_check(&pfloating_score->timer))
-    world.floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+  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 floating_score_draw(floating_score_type* pfloating_score)
+void ObjectManager::actions()
 {
-  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);
+/*
+  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 */