// world calls child functions
current_ = this;
- level = new Level(filename);
+ level = new Level();
+ level->load(filename, this);
tux = new Player(displaymanager);
gameobjects.push_back(tux);
set_defaults();
get_level()->load_gfx();
- activate_bad_guys();
// add background
activate_particle_systems();
Background* bg = new Background(displaymanager);
// add tilemap
gameobjects.push_back(new TileMap(displaymanager, get_level()));
- activate_objects();
get_level()->load_song();
apply_bonuses();
// world calls child functions
current_ = this;
- level = new Level(subset, level_nr);
- tux->init();
+ level = new Level();
+ level->load(subset, level_nr, this);
+
+ tux = new Player(displaymanager);
+ gameobjects.push_back(tux);
set_defaults();
get_level()->load_gfx();
- activate_bad_guys();
- activate_objects();
activate_particle_systems();
Background* bg = new Background(displaymanager);
if(level->img_bkgd) {
void
World::apply_bonuses()
{
-#if 0
// 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
+ tux->got_power = Player::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;
+ tux->grow();
break;
}
-#endif
}
World::~World()
{
- 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();
+ 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;
}
}
void
-World::activate_bad_guys()
+World::add_object(GameObject* object)
{
- 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);
- }
+ // XXX hack for now until new collision code is ready
+ BadGuy* badguy = dynamic_cast<BadGuy*> (object);
+ if(badguy)
+ bad_guys.push_back(badguy);
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet)
+ bullets.push_back(bullet);
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
+ if(upgrade)
+ upgrades.push_back(upgrade);
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
+ if(trampoline)
+ trampolines.push_back(trampoline);
+
+ gameobjects.push_back(object);
}
void
-World::activate_objects()
+World::parse_objects(lisp_object_t* cur)
{
- for (std::vector< ObjectData<TrampolineData> >::iterator i = level->trampoline_data.begin();
- i != level->trampoline_data.end();
- ++i)
- {
- add_object<Trampoline, ObjectData<TrampolineData> >(*i);
- }
+ while(!lisp_nil_p(cur)) {
+ lisp_object_t* data = lisp_car(cur);
+ std::string object_type = lisp_symbol(lisp_car(data));
+
+ LispReader reader(lisp_cdr(data));
+
+ if(object_type == "trampoline") {
+ add_object(new Trampoline(displaymanager, reader));
+ } else {
+ BadGuyKind kind = badguykind_from_string(object_type);
+ add_object(new BadGuy(displaymanager, kind, reader));
+ }
+
+ cur = lisp_cdr(cur);
+ }
}
void
{
if (level->particle_system == "clouds")
{
- gameobjects.push_back(new CloudParticleSystem(displaymanager));
+ add_object(new CloudParticleSystem(displaymanager));
}
else if (level->particle_system == "snow")
{
- gameobjects.push_back(new SnowParticleSystem(displaymanager));
+ add_object(new SnowParticleSystem(displaymanager));
}
else if (level->particle_system != "")
{
/* 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();
-
- 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
tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
scrolling(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);
-
/* update objects (don't use iterators here, because the list might change
* during the iteration)
*/
/* 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;
- }
- }
-
- for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+
+ /** cleanup marked objects */
+ 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);
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy) {
+ bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
+ bad_guys.end());
+ }
+ Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
+ }
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+ if(upgrade) {
+ upgrades.erase(
+ std::remove(upgrades.begin(), upgrades.end(), upgrade),
+ upgrades.end());
+ }
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+ if(trampoline) {
+ trampolines.erase(
+ std::remove(trampolines.begin(), trampolines.end(), trampoline),
+ trampolines.end());
+ }
delete *i;
i = gameobjects.erase(i);
if((*j)->dying != DYING_NOT)
continue;
- if(rectcollision(bullets[i].base, (*j)->base))
+ 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);
+ (*j)->collision(&bullets[i], CO_BULLET, COLLISION_NORMAL);
+ bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
}
// CO_UPGRADE & CO_PLAYER check
for(unsigned int i = 0; i < upgrades.size(); ++i)
{
- if(rectcollision(upgrades[i].base, tux->base))
+ 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);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
}
}
{
player_status.score += s;
- gameobjects.push_back(new FloatingScore(displaymanager, pos, s));
+ add_object(new FloatingScore(displaymanager, pos, s));
}
void
World::add_bouncy_distro(const Vector& pos)
{
- gameobjects.push_back(new BouncyDistro(displaymanager, pos));
+ add_object(new BouncyDistro(displaymanager, pos));
}
void
World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
Tile* tile)
{
- gameobjects.push_back(new BrokenBrick(displaymanager, tile, pos, movement));
+ add_object(new BrokenBrick(displaymanager, tile, pos, movement));
}
void
World::add_bouncy_brick(const Vector& pos)
{
- gameobjects.push_back(new BouncyBrick(displaymanager, pos));
+ add_object(new BouncyBrick(displaymanager, pos));
}
BadGuy*
-World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+World::add_bad_guy(float x, float y, BadGuyKind kind)
{
- BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
- bad_guys.push_back(badguy);
+ BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+ add_object(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)
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
{
- Upgrade new_upgrade;
- new_upgrade.init(x,y,dir,kind);
- upgrades.push_back(new_upgrade);
+ add_object(new Upgrade(displaymanager, pos, dir, kind));
}
void
-World::add_bullet(float x, float y, float xm, Direction dir)
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
if(tux->got_power == Player::FIRE_POWER)
{
return;
}
- Bullet new_bullet;
+ Bullet* new_bullet = 0;
if(tux->got_power == Player::FIRE_POWER)
- new_bullet.init(x,y,xm,dir, FIRE_BULLET);
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
else if(tux->got_power == Player::ICE_POWER)
- new_bullet.init(x,y,xm,dir, ICE_BULLET);
- bullets.push_back(new_bullet);
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
+ else
+ st_abort("wrong bullet type.", "");
+ add_object(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
}
case 2: // Add a fire flower upgrade!
if (tux->size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add a fireflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
+ add_upgrade(Vector(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);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+ add_upgrade(Vector(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);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
break;
case 4: // Add a 1up extra
- add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
break;
default:
break;
// 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)
+ 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);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
}