+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
//
-// C Implementation: world
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+// 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 <iostream>
+#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "globals.h"
#include "screen.h"
#include "defines.h"
#include "world.h"
+#include "level.h"
+#include "tile.h"
+#include "resources.h"
+#include "gameobjs.h"
+#include "viewport.h"
+#include "display_manager.h"
+#include "background.h"
+#include "tilemap.h"
-texture_type img_distro[4];
+Surface* img_distro[4];
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
+World* World::current_ = 0;
+
+World::World(const std::string& filename)
{
- pbouncy_distro->base.x = x;
- pbouncy_distro->base.y = y;
- pbouncy_distro->base.ym = -2;
+ // FIXME: Move this to action and draw and everywhere else where the
+ // world calls child functions
+ current_ = this;
+
+ level = new Level(filename);
+ tux.init();
+
+ set_defaults();
+
+ get_level()->load_gfx();
+ activate_bad_guys();
+ // add background
+ activate_particle_systems();
+ Background* bg = new Background(displaymanager);
+ if(level->img_bkgd) {
+ bg->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(bg);
+
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
+ activate_objects();
+ get_level()->load_song();
+
+ apply_bonuses();
+
+ scrolling_timer.init(true);
}
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+World::World(const std::string& subset, int level_nr)
{
- pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+ // FIXME: Move this to action and draw and everywhere else where the
+ // world calls child functions
+ current_ = this;
+
+ level = new Level(subset, level_nr);
+ tux.init();
+
+ set_defaults();
- pbouncy_distro->base.ym += 0.1 * frame_ratio;
+ get_level()->load_gfx();
+ activate_bad_guys();
+ activate_objects();
+ activate_particle_systems();
+ Background* bg = new Background(displaymanager);
+ if(level->img_bkgd) {
+ bg->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(bg);
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
+ get_level()->load_song();
- if (pbouncy_distro->base.ym >= 0)
- bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
+ apply_bonuses();
+
+ scrolling_timer.init(true);
}
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+void
+World::apply_bonuses()
{
- texture_draw(&img_distro[0],
- pbouncy_distro->base.x - scroll_x,
- pbouncy_distro->base.y,
- NO_UPDATE);
+ // Apply bonuses from former levels
+ switch (player_status.bonus)
+ {
+ case PlayerStatus::NO_BONUS:
+ break;
+
+ case PlayerStatus::FLOWER_BONUS:
+ tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
+ // fall through
+
+ case PlayerStatus::GROWUP_BONUS:
+ // FIXME: Move this to Player class
+ tux.size = BIG;
+ tux.base.height = 64;
+ tux.base.y -= 32;
+ break;
+ }
}
-void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
+World::~World()
{
- 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);
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ delete *i;
+
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ delete *i;
+
+ for (std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ Drawable* drawable = dynamic_cast<Drawable*> (*i);
+ if(drawable)
+ displaymanager.remove_drawable(drawable);
+ delete *i;
+ }
+
+ delete level;
}
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+World::set_defaults()
{
- 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;
+ // Set defaults:
+ scroll_x = 0;
+
+ player_status.score_multiplier = 1;
- if (!timer_check(&pbroken_brick->timer))
- broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+ counting_distros = false;
+ distro_counter = 0;
+
+ /* set current song/music */
+ currentmusic = LEVEL_MUSIC;
}
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+World::activate_bad_guys()
{
-SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
+ for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
+ i != level->badguy_data.end();
+ ++i)
+ {
+ add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
+ }
+}
- dest.x = (int)(pbroken_brick->base.x - scroll_x);
- dest.y = (int)pbroken_brick->base.y;
- dest.w = 16;
- dest.h = 16;
+void
+World::activate_objects()
+{
+ for (std::vector< ObjectData<TrampolineData> >::iterator i = level->trampoline_data.begin();
+ i != level->trampoline_data.end();
+ ++i)
+ {
+ add_object<Trampoline, ObjectData<TrampolineData> >(*i);
+ }
+}
- texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
+void
+World::activate_particle_systems()
+{
+ if (level->particle_system == "clouds")
+ {
+ gameobjects.push_back(new CloudParticleSystem(displaymanager));
+ }
+ else if (level->particle_system == "snow")
+ {
+ gameobjects.push_back(new SnowParticleSystem(displaymanager));
+ }
+ else if (level->particle_system != "")
+ {
+ st_abort("unknown particle system specified in level", "");
+ }
}
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+void
+World::draw()
{
- pbouncy_brick->base.x = x;
- pbouncy_brick->base.y = y;
- pbouncy_brick->offset = 0;
- pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
- pbouncy_brick->shape = shape(x, y);
+ /* Draw objects */
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+ displaymanager.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();
+
+ tux.draw();
+
+ for (unsigned int i = 0; i < bullets.size(); ++i)
+ bullets[i].draw();
+
+ for (unsigned int i = 0; i < upgrades.size(); ++i)
+ upgrades[i].draw();
}
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+void
+World::action(double frame_ratio)
{
+ tux.action(frame_ratio);
+ tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ scrolling(frame_ratio);
- pbouncy_brick->offset = (pbouncy_brick->offset +
- pbouncy_brick->offset_m * 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);
- /* Go back down? */
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ (*i)->action(frame_ratio);
- if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
- pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ (*i)->action(frame_ratio);
+ /* update objects */
+ for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ (*i)->action(frame_ratio);
- /* Stop bouncing? */
+ /* Handle all possible collisions. */
+ collision_handler();
+
+ // Cleanup marked badguys
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
+ /* ++i handled at end of the loop */) {
+ if ((*i)->is_removable()) {
+ delete *i;
+ i = bad_guys.erase(i);
+ } else {
+ ++i;
+ }
+ }
- if (pbouncy_brick->offset >= 0)
- bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+ for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); /* nothing */) {
+ if((*i)->is_valid() == false) {
+ Drawable* drawable = dynamic_cast<Drawable*> (*i);
+ if(drawable)
+ displaymanager.remove_drawable(drawable);
+
+ delete *i;
+ i = gameobjects.erase(i);
+ } else {
+ ++i;
+ }
+ }
}
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+/* the space that it takes for the screen to start scrolling, regarding */
+/* screen bounds (in pixels) */
+// should be higher than screen->w/2 (400)
+#define X_SPACE (500-16)
+// should be less than screen->h/2 (300)
+#define Y_SPACE 250
+
+// the time it takes to move the camera (in ms)
+#define CHANGE_DIR_SCROLL_SPEED 2000
+
+/* This functions takes cares of the scrolling */
+void World::scrolling(double frame_ratio)
{
- int s;
- SDL_Rect dest;
+ /* Y-axis scrolling */
+
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
+
+ if(level->height > VISIBLE_TILES_Y-1 && !tux.dying)
+ {
+ if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
+ scroll_y = tux_pos_y - (screen->h - Y_SPACE);
+ else if (scroll_y > tux_pos_y - Y_SPACE)
+ scroll_y = tux_pos_y - Y_SPACE;
+ }
+
+ // this code prevent the screen to scroll before the start or after the level's end
+ if(scroll_y > level->height * 32 - screen->h)
+ scroll_y = level->height * 32 - screen->h;
+ if(scroll_y < 0)
+ scroll_y = 0;
+
+ /* X-axis scrolling */
+
+ /* Auto scrolling */
+ if(level->hor_autoscroll_speed)
+ {
+ scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ return;
+ }
+
+
+ /* Horizontal backscrolling */
+ float tux_pos_x = tux.base.x + (tux.base.width/2);
+
+ if(tux.old_dir != tux.dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+
+ bool right = false;
+ bool left = false;
+ if (tux.physic.get_velocity_x() > 0)
+ right = true;
+ else if (tux.physic.get_velocity_x() < 0)
+ left = true;
+ else
+ {
+ if (tux.dir == RIGHT)
+ right = true;
+ else
+ left = true;
+ }
+
+ if(scrolling_timer.check())
+ {
+ float final_scroll_x;
+ float constant1;
+ float constant2;
+ if (right)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else
+ final_scroll_x = tux_pos_x - X_SPACE;
+
+ if((tux.physic.get_velocity_x() > 0 && tux.dir == RIGHT) || (tux.physic.get_velocity_x() < 0 && tux.dir == LEFT))
+ {
+ constant1 = 1.0;
+ constant2 = .4;
+ }
+ else
+ {
+ constant1 = 0.;
+ constant2 = 0.;
+ }
+
+ float number = 2.5/(frame_ratio * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
+ if(left) number *= -1.;
+
+ scroll_x += number
+ + constant1 * tux.physic.get_velocity_x() * frame_ratio
+ + constant2 * tux.physic.get_acceleration_x() * frame_ratio * frame_ratio;
+
+ if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
+ scroll_x = final_scroll_x;
+
+ }
+ else
+ {
+ if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ }
+
+ // this code prevent the screen to scroll before the start or after the level's end
+ if(scroll_x > level->width * 32 - screen->w)
+ scroll_x = level->width * 32 - screen->w;
+ if(scroll_x < 0)
+ scroll_x = 0;
+}
+
+void
+World::collision_handler()
+{
+ // CO_BULLET & CO_BADGUY check
+ for(unsigned int i = 0; i < bullets.size(); ++i)
+ {
+ for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
+ {
+ if((*j)->dying != DYING_NOT)
+ continue;
+
+ if(rectcollision(bullets[i].base, (*j)->base))
+ {
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
+ // collide with bad_guy first, since bullet_collision will
+ // delete the bullet
+ (*j)->collision(&bullets[i], CO_BULLET);
+ bullets[i].collision(CO_BADGUY);
+ break; // bullet is invalid now, so break
+ }
+ }
+ }
+
+ /* CO_BADGUY & CO_BADGUY check */
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ {
+ if((*i)->dying != DYING_NOT)
+ continue;
+
+ BadGuys::iterator j = i;
+ ++j;
+ for (; j != bad_guys.end(); ++j)
+ {
+ if(j == i || (*j)->dying != DYING_NOT)
+ continue;
+
+ if(rectcollision((*i)->base, (*j)->base))
+ {
+ // We have detected a collision and now call the
+ // collision functions of the collided objects.
+ (*j)->collision(*i, CO_BADGUY);
+ (*i)->collision(*j, CO_BADGUY);
+ }
+ }
+ }
+
+ if(tux.dying != DYING_NOT) return;
+
+ // CO_BADGUY & CO_PLAYER check
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ {
+ if((*i)->dying != DYING_NOT)
+ continue;
+
+ if(rectcollision_offset((*i)->base, tux.base, 0, 0))
+ {
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
+ if (tux.previous_base.y < tux.base.y &&
+ tux.previous_base.y + tux.previous_base.height
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux.invincible_timer.started())
+ {
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ }
+ else
+ {
+ tux.collision(*i, CO_BADGUY);
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+ }
+ }
+ }
+
+ // CO_UPGRADE & CO_PLAYER check
+ for(unsigned int i = 0; i < upgrades.size(); ++i)
+ {
+ if(rectcollision(upgrades[i].base, tux.base))
+ {
+ // We have detected a collision and now call the collision
+ // functions of the collided objects.
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+ }
+ }
+
+ // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ {
+ if (rectcollision((*i)->base, tux.base))
+ {
+ if (tux.previous_base.y < tux.base.y &&
+ tux.previous_base.y + tux.previous_base.height
+ < (*i)->base.y + (*i)->base.height/2)
+ {
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ }
+ else if (tux.previous_base.y <= tux.base.y)
+ {
+ tux.collision(*i, CO_TRAMPOLINE);
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+ }
+ }
+ }
+}
+
+void
+World::add_score(const Vector& pos, int s)
+{
+ player_status.score += s;
+
+ gameobjects.push_back(new FloatingScore(displaymanager, pos, s));
+}
+
+void
+World::add_bouncy_distro(const Vector& pos)
+{
+ gameobjects.push_back(new BouncyDistro(displaymanager, pos));
+}
+
+void
+World::add_broken_brick(const Vector& pos, Tile* tile)
+{
+ add_broken_brick_piece(pos, Vector(-1, -4), tile);
+ add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
+
+ add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
+ add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
+}
+
+void
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+ Tile* tile)
+{
+ gameobjects.push_back(new BrokenBrick(displaymanager, tile, pos, movement));
+}
+
+void
+World::add_bouncy_brick(const Vector& pos)
+{
+ gameobjects.push_back(new BouncyBrick(displaymanager, pos));
+}
+
+BadGuy*
+World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+{
+ BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
+ bad_guys.push_back(badguy);
+ return badguy;
+}
+
+template<class T, class U>
+T*
+World::add_object(U data)
+{
+ T* tobject = new T(data);
+
+ if (data.type == OBJ_TRAMPOLINE)
+ trampolines.push_back(tobject);
+
+ return tobject;
+}
+
+void
+World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+{
+ Upgrade new_upgrade;
+ new_upgrade.init(x,y,dir,kind);
+ upgrades.push_back(new_upgrade);
+}
+
+void
+World::add_bullet(float x, float y, float xm, Direction dir)
+{
+ if(tux.got_power == tux.FIRE_POWER)
+ {
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return;
+ }
+ else if(tux.got_power == tux.ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return;
+ }
+
+ Bullet new_bullet;
+ if(tux.got_power == tux.FIRE_POWER)
+ new_bullet.init(x,y,xm,dir, FIRE_BULLET);
+ else if(tux.got_power == tux.ICE_POWER)
+ new_bullet.init(x,y,xm,dir, ICE_BULLET);
+ bullets.push_back(new_bullet);
- if (pbouncy_brick->base.x >= scroll_x - 32 &&
- pbouncy_brick->base.x <= scroll_x + screen->w)
+ play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+}
+
+void
+World::play_music(int musictype)
+{
+ currentmusic = musictype;
+ switch(currentmusic) {
+ case HURRYUP_MUSIC:
+ music_manager->play_music(get_level()->get_level_music_fast());
+ break;
+ case LEVEL_MUSIC:
+ music_manager->play_music(get_level()->get_level_music());
+ break;
+ case HERRING_MUSIC:
+ music_manager->play_music(herring_song);
+ break;
+ default:
+ music_manager->halt_music();
+ break;
+ }
+}
+
+int
+World::get_music_type()
+{
+ return currentmusic;
+}
+
+/* Break a brick: */
+bool
+World::trybreakbrick(float x, float y, bool small)
+{
+ Level* plevel = get_level();
+
+ Tile* tile = gettile(x, y);
+ if (tile->brick)
+ {
+ if (tile->data > 0)
{
- dest.x = (int)(pbouncy_brick->base.x - scroll_x);
- dest.y = (int)pbouncy_brick->base.y;
- dest.w = 32;
- dest.h = 32;
+ /* Get a distro from it: */
+ add_bouncy_distro(
+ Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
- if(current_level.bkgd_image[0] == '\0')
+ // TODO: don't handle this in a global way but per-tile...
+ if (!counting_distros)
{
- fillrect(pbouncy_brick->base.x - scroll_x,pbouncy_brick->base.y,32,32,current_level.bkgd_red,current_level.bkgd_green,
- current_level.bkgd_blue,0);
+ counting_distros = true;
+ distro_counter = 5;
}
else
{
- s = (int)scroll_x / 30;
- texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
+ distro_counter--;
}
- drawshape(pbouncy_brick->base.x - scroll_x,
- pbouncy_brick->base.y + pbouncy_brick->offset,
- pbouncy_brick->shape);
+ if (distro_counter <= 0)
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
+
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
+ return true;
+ }
+ else if (!small)
+ {
+ /* Get rid of it: */
+ plevel->change(x, y, TM_IA, tile->next_tile);
+
+ /* Replace it with broken bits: */
+ add_broken_brick(Vector(
+ ((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32), tile);
+
+ /* Get some score: */
+ play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ player_status.score = player_status.score + SCORE_BRICK;
+
+ return true;
}
+ }
+
+ return false;
}
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
+/* Empty a box: */
+void
+World::tryemptybox(float x, float y, Direction col_side)
{
- 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;
+ Tile* tile = gettile(x,y);
+ if (!tile->fullbox)
+ return;
+
+ // according to the collision side, set the upgrade direction
+ if(col_side == LEFT)
+ col_side = RIGHT;
+ else
+ col_side = LEFT;
+
+ int posx = ((int)(x+1) / 32) * 32;
+ int posy = (int)(y/32) * 32 - 32;
+ switch(tile->data)
+ {
+ case 1: // Box with a distro!
+ add_bouncy_distro(Vector(posx, posy));
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
+ break;
+
+ case 2: // Add a fire flower upgrade!
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a fireflower: */
+ add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+
+ case 5: // Add an ice flower upgrade!
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add an iceflower: */
+ add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+
+ case 3: // Add a golden herring
+ add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+ break;
+
+ case 4: // Add a 1up extra
+ add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+ break;
+ default:
+ break;
+ }
+
+ /* Empty the box: */
+ level->change(x, y, TM_IA, tile->next_tile);
}
-void floating_score_action(floating_score_type* pfloating_score)
+/* Try to grab a distro: */
+void
+World::trygrabdistro(float x, float y, int bounciness)
{
- pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+ Tile* tile = gettile(x, y);
+ if (tile && tile->distro)
+ {
+ level->change(x, y, TM_IA, tile->next_tile);
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- if(!timer_check(&pfloating_score->timer))
- floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+ if (bounciness == BOUNCE)
+ {
+ add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
+ }
+
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
+ }
}
-void floating_score_draw(floating_score_type* pfloating_score)
+/* Try to bump a bad guy from below: */
+void
+World::trybumpbadguy(float x, float y)
{
- 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, NO_UPDATE);
+ // Bad guys:
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ {
+ if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
+ (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
+ {
+ (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ }
+ }
+
+ // Upgrades:
+ for (unsigned int i = 0; i < upgrades.size(); i++)
+ {
+ if (upgrades[i].base.height == 32 &&
+ upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
+ upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
+ {
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ }
+ }
}
+/* EOF */
+