+// $Id$
+//
+// 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"
+
+Surface* img_distro[4];
-texture_type img_distro[4];
+World* World::current_ = 0;
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
+World::World(const std::string& filename)
{
- pbouncy_distro->base.alive = YES;
- 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();
+ activate_particle_systems();
+ 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)
{
- if (pbouncy_distro->base.alive)
+ // 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();
+
+ get_level()->load_gfx();
+ activate_bad_guys();
+ activate_particle_systems();
+ get_level()->load_song();
+
+ apply_bonuses();
+
+ scrolling_timer.init(true);
+}
+
+void
+World::apply_bonuses()
+{
+ // Apply bonuses from former levels
+ switch (player_status.bonus)
{
- pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+ case PlayerStatus::NO_BONUS:
+ break;
- pbouncy_distro->base.ym += 0.1 * frame_ratio;
+ case PlayerStatus::FLOWER_BONUS:
+ tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
+ // fall through
- if (pbouncy_distro->base.ym >= 0)
- pbouncy_distro->base.alive = NO;
+ case PlayerStatus::GROWUP_BONUS:
+ // FIXME: Move this to Player class
+ tux.size = BIG;
+ tux.base.height = 64;
+ tux.base.y -= 32;
+ break;
}
}
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+World::~World()
+{
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ delete *i;
+
+ for (ParticleSystems::iterator i = particle_systems.begin();
+ i != particle_systems.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
+ i != bouncy_distros.end(); ++i)
+ delete *i;
+
+ for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
+ i != broken_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
+ i != bouncy_bricks.end(); ++i)
+ delete *i;
+
+ for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
+ i != floating_scores.end(); ++i)
+ delete *i;
+
+ delete level;
+}
+
+void
+World::set_defaults()
+{
+ // Set defaults:
+ scroll_x = 0;
+
+ player_status.score_multiplier = 1;
+
+ counting_distros = false;
+ distro_counter = 0;
+
+ /* set current song/music */
+ currentmusic = LEVEL_MUSIC;
+}
+
+void
+World::activate_bad_guys()
{
- if (pbouncy_distro->base.alive)
+ for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
+ i != level->badguy_data.end();
+ ++i)
{
- texture_draw(&img_distro[0],
- pbouncy_distro->base.x - scroll_x,
- pbouncy_distro->base.y,
- NO_UPDATE);
+ add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
}
}
-void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
+void
+World::activate_particle_systems()
{
- pbroken_brick->base.alive = YES;
- 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,YES);
- timer_start(&pbroken_brick->timer,200);
+ if (level->particle_system == "clouds")
+ {
+ particle_systems.push_back(new CloudParticleSystem);
+ }
+ else if (level->particle_system == "snow")
+ {
+ particle_systems.push_back(new SnowParticleSystem);
+ }
+ else if (level->particle_system != "")
+ {
+ st_abort("unknown particle system specified in level", "");
+ }
}
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+World::draw()
{
- if (pbroken_brick->base.alive)
+ int y,x;
+
+ /* Draw the real background */
+ if(level->img_bkgd)
{
- 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;
+ int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % screen->w;
+ level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
+ level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
+ }
+ else
+ {
+ drawgradient(level->bkgd_top, level->bkgd_bottom);
+ }
+
+ /* Draw particle systems (background) */
+ std::vector<ParticleSystem*>::iterator p;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->draw(scroll_x, 0, 0);
+ }
- if (!timer_check(&pbroken_brick->timer))
- pbroken_brick->base.alive = NO;
+ /* Draw background: */
+ for (y = 0; y < 16 && y < level->height; ++y)
+ {
+ for (x = 0; x < 21; ++x)
+ {
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ /* Draw interactive tiles: */
+ for (y = 0; y < 16 && y < level->height; ++y)
+ {
+ for (x = 0; x < 21; ++x)
+ {
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ /* (Bouncy bricks): */
+ 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();
+
+ tux.draw();
+
+ 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();
+
+ /* Draw foreground: */
+ for (y = 0; y < 16 && y < level->height; ++y)
+ {
+ for (x = 0; x < 21; ++x)
+ {
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
+ }
+ }
+
+ /* Draw particle systems (foreground) */
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->draw(scroll_x, 0, 1);
}
}
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+World::action(double frame_ratio)
{
-SDL_Rect src, dest;
- if (pbroken_brick->base.alive)
- {
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
+ tux.action(frame_ratio);
+ tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ scrolling(frame_ratio);
+
+ /* Handle bouncy distros: */
+ for (unsigned int i = 0; i < bouncy_distros.size(); i++)
+ bouncy_distros[i]->action(frame_ratio);
+
+ /* Handle broken bricks: */
+ 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);
- dest.x = (int)(pbroken_brick->base.x - scroll_x);
- dest.y = (int)pbroken_brick->base.y;
- dest.w = 16;
- dest.h = 16;
+ 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);
+
+ /* update particle systems */
+ std::vector<ParticleSystem*>::iterator p;
+ for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ {
+ (*p)->simulate(frame_ratio);
+ }
- texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h,NO_UPDATE);
+ /* 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;
}
+ }
}
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+/* the space that it takes for the screen to start scrolling, regarding */
+/* screen bounds (in pixels) */
+// should be higher than screen->w/2 (320)
+#define X_SPACE (400-16)
+// should be less than screen->h/2 (240)
+#define Y_SPACE 200
+
+// 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)
{
- pbouncy_brick->base.alive = YES;
- 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);
+ /* Y-axis scrolling */
+
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
+
+ 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 < 0)
+ scroll_y = 0;
+ if(scroll_y > level->height * 32 - screen->h)
+ scroll_y = level->height * 32 - screen->h;
+
+ /* 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);
+
+ if(scrolling_timer.check())
+ {
+ float final_scroll_x;
+ if (tux.physic.get_velocity_x() > 0)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT)
+ final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == LEFT && level->back_scrolling)
+ final_scroll_x = tux_pos_x - X_SPACE;
+ }
+
+ scroll_x += (final_scroll_x - scroll_x)
+ / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
+ + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
+ // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
+
+ }
+ else
+ {
+ if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ scroll_x = tux_pos_x - X_SPACE;
+ else
+ {
+ if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ scroll_x = tux_pos_x - (screen->w - X_SPACE);
+ else if (tux.dir == 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 < 0)
+ scroll_x = 0;
+ if(scroll_x > level->width * 32 - screen->w)
+ scroll_x = level->width * 32 - screen->w;
}
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+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
+ }
+ }
+ }
- if (pbouncy_brick->base.alive)
+ /* 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);
+ }
+ }
+}
+
+void
+World::add_score(float x, float y, int s)
+{
+ player_status.score += s;
+
+ FloatingScore* new_floating_score = new FloatingScore();
+ new_floating_score->init(x-scroll_x, y-scroll_y, s);
+ floating_scores.push_back(new_floating_score);
+}
+
+void
+World::add_bouncy_distro(float x, float y)
+{
+ BouncyDistro* new_bouncy_distro = new BouncyDistro();
+ new_bouncy_distro->init(x, y);
+ bouncy_distros.push_back(new_bouncy_distro);
+}
+
+void
+World::add_broken_brick(Tile* tile, float x, float y)
+{
+ add_broken_brick_piece(tile, x, y, -1, -4);
+ add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
- pbouncy_brick->offset = (pbouncy_brick->offset +
- pbouncy_brick->offset_m * frame_ratio);
+ add_broken_brick_piece(tile, x + 16, y, 1, -4);
+ add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+}
- /* Go back down? */
+void
+World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
+{
+ BrokenBrick* new_broken_brick = new BrokenBrick();
+ new_broken_brick->init(tile, x, y, xm, ym);
+ broken_bricks.push_back(new_broken_brick);
+}
- if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
- pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+void
+World::add_bouncy_brick(float x, float y)
+{
+ BouncyBrick* new_bouncy_brick = new BouncyBrick();
+ new_bouncy_brick->init(x,y);
+ bouncy_bricks.push_back(new_bouncy_brick);
+}
+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;
+}
- /* Stop bouncing? */
+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);
+}
- if (pbouncy_brick->offset >= 0)
- pbouncy_brick->base.alive = NO;
+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);
+
+ 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;
+ }
}
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+int
+World::get_music_type()
{
- int s;
- SDL_Rect dest;
+ return currentmusic;
+}
+
+/* Break a brick: */
+void
+World::trybreakbrick(float x, float y, bool small)
+{
+ Level* plevel = get_level();
- if (pbouncy_brick->base.alive)
+ Tile* tile = gettile(x, y);
+ if (tile->brick)
{
- if (pbouncy_brick->base.x >= scroll_x - 32 &&
- pbouncy_brick->base.x <= scroll_x + screen->w)
+ 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(((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++;
+ }
+ else if (!small)
+ {
+ /* Get rid of it: */
+ plevel->change(x, y, TM_IA, tile->next_tile);
+
+ /* Replace it with broken bits: */
+ add_broken_brick(tile,
+ ((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32);
+
+ /* Get some score: */
+ play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ player_status.score = player_status.score + SCORE_BRICK;
}
}
}
-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.alive = YES;
- pfloating_score->base.x = x;
- pfloating_score->base.y = y - 16;
- timer_init(&pfloating_score->timer,YES);
- 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(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)
{
- if (pfloating_score->base.alive)
+ Tile* tile = gettile(x, y);
+ if (tile && tile->distro)
{
- pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+ level->change(x, y, TM_IA, tile->next_tile);
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- if(!timer_check(&pfloating_score->timer))
- pfloating_score->base.alive = NO;
+ if (bounciness == BOUNCE)
+ {
+ add_bouncy_distro(((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)
{
- if (pfloating_score->base.alive)
+ // Bad guys:
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- 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);
+ 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 */
+