+// $Id$
+//
+// 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
+// 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.
//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-
+// 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 "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];
-World world;
+World* World::current_ = 0;
-World::World()
+World::World(const std::string& filename)
{
- level = new Level;
+ // FIXME: Move this to action and draw and everywhere else where the
+ // world calls child functions
+ current_ = this;
+
+ level = new Level();
+ level->load(filename, this);
+
+ tux = new Player(displaymanager);
+ gameobjects.push_back(tux);
+
+ set_defaults();
+
+ get_level()->load_gfx();
+ // add background
+ activate_particle_systems();
+ background = new Background(displaymanager);
+ if(level->img_bkgd) {
+ background->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(background);
+
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
+ get_level()->load_song();
+
+ apply_bonuses();
+
+ scrolling_timer.init(true);
}
-World::~World()
+World::World(const std::string& subset, int level_nr)
{
- delete level;
+ // FIXME: Move this to action and draw and everywhere else where the
+ // world calls child functions
+ current_ = this;
+
+ level = new Level();
+ level->load(subset, level_nr, this);
+
+ tux = new Player(displaymanager);
+ gameobjects.push_back(tux);
+
+ set_defaults();
+
+ get_level()->load_gfx();
+ activate_particle_systems();
+ background = new Background(displaymanager);
+ if(level->img_bkgd) {
+ background->set_image(level->img_bkgd, level->bkgd_speed);
+ } else {
+ background->set_gradient(level->bkgd_top, level->bkgd_bottom);
+ }
+ gameobjects.push_back(background);
+ // add tilemap
+ gameobjects.push_back(new TileMap(displaymanager, get_level()));
+ get_level()->load_song();
+
+ apply_bonuses();
+
+ scrolling_timer.init(true);
}
-int
-World::load(const char* subset, int level_nr)
+void
+World::apply_bonuses()
{
- return level->load(subset, level_nr);
+ // Apply bonuses from former levels
+ switch (player_status.bonus)
+ {
+ case PlayerStatus::NO_BONUS:
+ break;
+
+ case PlayerStatus::FLOWER_BONUS:
+ tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
+ // fall through
+
+ case PlayerStatus::GROWUP_BONUS:
+ tux->grow();
+ break;
+ }
}
-int
-World::load(const std::string& filename)
+World::~World()
{
- return level->load(filename);
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ delete *i;
+ }
+
+ delete level;
}
void
-World::arrays_free(void)
+World::set_defaults()
{
- bad_guys.clear();
- bouncy_distros.clear();
- broken_bricks.clear();
- bouncy_bricks.clear();
- floating_scores.clear();
- upgrades.clear();
- bullets.clear();
- std::vector<ParticleSystem*>::iterator i;
- for(i = particle_systems.begin(); i != particle_systems.end(); ++i) {
- delete *i;
- }
- particle_systems.clear();
+ player_status.score_multiplier = 1;
+
+ counting_distros = false;
+ distro_counter = 0;
+
+ /* set current song/music */
+ currentmusic = LEVEL_MUSIC;
+}
+
+void
+World::add_object(GameObject* object)
+{
+ // 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::parse_objects(lisp_object_t* cur)
+{
+ 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
World::activate_particle_systems()
{
if (level->particle_system == "clouds")
{
- particle_systems.push_back(new CloudParticleSystem);
+ add_object(new CloudParticleSystem(displaymanager));
}
else if (level->particle_system == "snow")
{
- particle_systems.push_back(new SnowParticleSystem);
+ add_object(new SnowParticleSystem(displaymanager));
}
else if (level->particle_system != "")
{
void
World::draw()
{
- int y,x;
+ /* Draw objects */
+ displaymanager.draw();
+}
- /* Draw screen: */
- if(timer_check(&super_bkgd_timer))
- texture_draw(&img_super_bkgd, 0, 0);
- else
- {
- /* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
- {
- int s = (int)scroll_x / 30;
- texture_draw_part(&level->img_bkgd, s, 0,0,0,level->img_bkgd.w - s, level->img_bkgd.h);
- texture_draw_part(&level->img_bkgd, 0, 0,screen->w - s ,0,s,level->img_bkgd.h);
- }
- else
- {
- clearscreen(level->bkgd_red, level->bkgd_green, level->bkgd_blue);
- }
+void
+World::action(float elapsed_time)
+{
+ /* update objects (don't use iterators here, because the list might change
+ * during the iteration)
+ */
+ for(size_t i = 0; i < gameobjects.size(); ++i)
+ gameobjects[i]->action(elapsed_time);
+
+ tux->check_bounds(displaymanager.get_viewport(),
+ level->back_scrolling, (bool)level->hor_autoscroll_speed);
+ scrolling(elapsed_time);
+
+ /* Handle all possible collisions. */
+ collision_handler();
+
+ /** 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);
+ } else {
+ ++i;
}
+ }
+}
- /* 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);
- }
+/* 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
- /* Draw background: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
+// the time it takes to move the camera (in ms)
+#define CHANGE_DIR_SCROLL_SPEED 2000
- /* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
+/* This functions takes cares of the scrolling */
+void World::scrolling(float elapsed_time)
+{
+ float scroll_x = displaymanager.get_viewport().get_translation().x;
+ float scroll_y = displaymanager.get_viewport().get_translation().y;
+
+ /* Y-axis scrolling */
- /* (Bouncy bricks): */
- for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_brick_draw(&bouncy_bricks[i]);
+ float tux_pos_y = tux->base.y + (tux->base.height/2);
- for (unsigned int i = 0; i < bad_guys.size(); ++i)
- bad_guys[i].draw();
+ 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;
+ }
- tux.draw();
+ // 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;
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullet_draw(&bullets[i]);
+ /* X-axis scrolling */
- for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_score_draw(&floating_scores[i]);
+ /* Auto scrolling */
+ if(level->hor_autoscroll_speed)
+ {
+ scroll_x += level->hor_autoscroll_speed * elapsed_time;
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+ return;
+ }
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrade_draw(&upgrades[i]);
- for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distro_draw(&bouncy_distros[i]);
+ /* Horizontal backscrolling */
+ float tux_pos_x = tux->base.x + (tux->base.width/2);
- for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_brick_draw(&broken_bricks[i]);
+ if(tux->old_dir != tux->dir && level->back_scrolling)
+ scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
- /* Draw foreground: */
- for (y = 0; y < 15; ++y)
+ 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
{
- for (x = 0; x < 21; ++x)
- {
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
+ if (tux->dir == RIGHT)
+ right = true;
+ else
+ left = true;
}
- /* Draw particle systems (foreground) */
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ 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
{
- (*p)->draw(scroll_x, 0, 1);
+ constant1 = 0.;
+ constant2 = 0.;
}
+
+ float number = 2.5/(elapsed_time * 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() * elapsed_time
+ + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
+ elapsed_time;
+
+ 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;
+
+ displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
}
void
-World::action()
+World::collision_handler()
{
- /* Handle bouncy distros: */
- for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distro_action(&bouncy_distros[i]);
-
- /* Handle broken bricks: */
- for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_brick_action(&broken_bricks[i]);
+ // 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.
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
+ bullets[i]->collision(CO_BADGUY);
+ break; // bullet is invalid now, so break
+ }
+ }
+ }
- /* Handle distro counting: */
- if (counting_distros)
+ /* CO_BADGUY & CO_BADGUY check */
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- distro_counter--;
+ 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 (distro_counter <= 0)
- counting_distros = -1;
+ 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);
+ }
+ }
}
- // Handle all kinds of game objects
- for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_brick_action(&bouncy_bricks[i]);
-
- for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_score_action(&floating_scores[i]);
+ 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);
+ }
+ }
+ }
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullet_action(&bullets[i]);
-
- for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrade_action(&upgrades[i]);
+ // 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);
+ }
+ }
- for (unsigned int i = 0; i < bad_guys.size(); i++)
- bad_guys[i].action();
+ // 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(float x, float y, int s)
+World::add_score(const Vector& pos, int s)
{
- score += s;
+ player_status.score += s;
- floating_score_type new_floating_score;
- floating_score_init(&new_floating_score,x,y,s);
- floating_scores.push_back(new_floating_score);
+ add_object(new FloatingScore(displaymanager, pos, s));
}
void
-World::add_bouncy_distro(float x, float y)
+World::add_bouncy_distro(const Vector& pos)
{
- bouncy_distro_type new_bouncy_distro;
- bouncy_distro_init(&new_bouncy_distro,x,y);
- bouncy_distros.push_back(new_bouncy_distro);
+ add_object(new BouncyDistro(displaymanager, pos));
}
void
-World::add_broken_brick(Tile* tile, float x, float y)
+World::add_broken_brick(const Vector& pos, Tile* tile)
{
- add_broken_brick_piece(tile, x, y, -1, -4);
- add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
+ 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(tile, x + 16, y, 1, -4);
- add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+ 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(Tile* tile, float x, float y, float xm, float ym)
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+ Tile* tile)
{
- broken_brick_type new_broken_brick;
- broken_brick_init(&new_broken_brick, tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);
+ add_object(new BrokenBrick(displaymanager, tile, pos, movement));
}
void
-World::add_bouncy_brick(float x, float y)
+World::add_bouncy_brick(const Vector& pos)
{
- bouncy_brick_type new_bouncy_brick;
- bouncy_brick_init(&new_bouncy_brick,x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
+ add_object(new BouncyBrick(displaymanager, pos));
}
-void
+BadGuy*
World::add_bad_guy(float x, float y, BadGuyKind kind)
{
- bad_guys.push_back(BadGuy());
- BadGuy& new_bad_guy = bad_guys.back();
-
- new_bad_guy.init(x,y,kind);
+ BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+ add_object(badguy);
+ return badguy;
}
void
-World::add_upgrade(float x, float y, int dir, int kind)
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
{
- upgrade_type new_upgrade;
- upgrade_init(&new_upgrade,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, int dir)
-{
- bullet_type new_bullet;
- bullet_init(&new_bullet,x,y,xm,dir);
- bullets.push_back(new_bullet);
-
- play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
-}
-
-
-
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
-{
- pbouncy_distro->base.x = x;
- pbouncy_distro->base.y = y;
- pbouncy_distro->base.ym = -2;
-}
-
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
-{
- pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
-
- 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));
-}
-
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
-{
- texture_draw(&img_distro[0],
- pbouncy_distro->base.x - scroll_x,
- pbouncy_distro->base.y);
-}
-
-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);
-}
-
-void broken_brick_action(broken_brick_type* pbroken_brick)
-{
- 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;
-
- if (!timer_check(&pbroken_brick->timer))
- world.broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
-}
-
-void broken_brick_draw(broken_brick_type* pbroken_brick)
-{
- SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
-
- dest.x = (int)(pbroken_brick->base.x - scroll_x);
- dest.y = (int)pbroken_brick->base.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);
-}
-
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
-{
- 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);
-}
-
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
-
- pbouncy_brick->offset = (pbouncy_brick->offset +
- pbouncy_brick->offset_m * frame_ratio);
-
- /* Go back down? */
-
- if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
- pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
-
-
- /* Stop bouncing? */
-
- if (pbouncy_brick->offset >= 0)
- world.bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
-}
-
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
-{
- int s;
- SDL_Rect dest;
-
- if (pbouncy_brick->base.x >= scroll_x - 32 &&
- pbouncy_brick->base.x <= scroll_x + screen->w)
+ if(tux->got_power == Player::FIRE_POWER)
{
- dest.x = (int)(pbouncy_brick->base.x - scroll_x);
- dest.y = (int)pbouncy_brick->base.y;
- dest.w = 32;
- dest.h = 32;
-
- Level* plevel = GameSession::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(pbouncy_brick->base.x - scroll_x, pbouncy_brick->base.y,
- 32,32,
- plevel->bkgd_red, plevel->bkgd_green, plevel->bkgd_blue, 0);
- }
- else
- {
- s = (int)scroll_x / 30;
- texture_draw_part(&plevel->img_bkgd, dest.x + s, dest.y,
- dest.x, dest.y,dest.w,dest.h);
- }
-
- drawshape(pbouncy_brick->base.x - scroll_x,
- pbouncy_brick->base.y + pbouncy_brick->offset,
- pbouncy_brick->shape);
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return;
+ }
+ else if(tux->got_power == Player::ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return;
}
-}
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
-{
- 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;
+ Bullet* new_bullet = 0;
+ if(tux->got_power == Player::FIRE_POWER)
+ new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
+ else if(tux->got_power == Player::ICE_POWER)
+ 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);
}
-void floating_score_action(floating_score_type* pfloating_score)
+void
+World::play_music(int musictype)
{
- pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
-
- if(!timer_check(&pfloating_score->timer))
- world.floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+ 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 floating_score_draw(floating_score_type* pfloating_score)
+int
+World::get_music_type()
{
- 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);
+ return currentmusic;
}
/* Break a brick: */
-void trybreakbrick(float x, float y, bool small)
+bool
+World::trybreakbrick(float x, float y, bool small)
{
- Level* plevel = GameSession::current()->get_level();
+ Level* plevel = get_level();
Tile* tile = gettile(x, y);
if (tile->brick)
if (tile->data > 0)
{
/* Get a distro from it: */
- world.add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(
+ Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
+ // TODO: don't handle this in a global way but per-tile...
if (!counting_distros)
{
counting_distros = true;
- distro_counter = 50;
+ distro_counter = 5;
+ }
+ else
+ {
+ distro_counter--;
}
if (distro_counter <= 0)
- plevel->change(x, y, TM_IA, tile->next_tile);
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
+ return true;
}
else if (!small)
{
plevel->change(x, y, TM_IA, tile->next_tile);
/* Replace it with broken bits: */
- world.add_broken_brick(tile,
+ add_broken_brick(Vector(
((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ (int)(y / 32) * 32), tile);
/* Get some score: */
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
- score = score + SCORE_BRICK;
+ player_status.score = player_status.score + SCORE_BRICK;
+
+ return true;
}
}
+
+ return false;
}
/* Empty a box: */
-void tryemptybox(float x, float y, int col_side)
+void
+World::tryemptybox(float x, float y, Direction col_side)
{
- Level* plevel = GameSession::current()->get_level();
-
Tile* tile = gettile(x,y);
if (!tile->fullbox)
return;
else
col_side = LEFT;
+ int posx = ((int)(x+1) / 32) * 32;
+ int posy = (int)(y/32) * 32 - 32;
switch(tile->data)
{
- case 1: //'A': /* Box with a distro! */
- world.add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
+ case 1: // Box with a distro!
+ add_bouncy_distro(Vector(posx, posy));
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
break;
- case 2: // 'B': /* Add an upgrade! */
- if (tux.size == SMALL) /* Tux is small, add mints! */
- world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
- else /* Tux is big, add coffee: */
- world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
+ case 2: // Add a fire flower upgrade!
+ if (tux->size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a 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(Vector(posx, posy), col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add an 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 */
- world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
+ case 3: // Add a golden herring
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
+ break;
+
+ case 4: // Add a 1up extra
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
break;
default:
break;
}
/* Empty the box: */
- plevel->change(x, y, TM_IA, tile->next_tile);
+ level->change(x, y, TM_IA, tile->next_tile);
}
/* Try to grab a distro: */
-void trygrabdistro(float x, float y, int bounciness)
+void
+World::trygrabdistro(float x, float y, int bounciness)
{
- Level* plevel = GameSession::current()->get_level();
Tile* tile = gettile(x, y);
if (tile && tile->distro)
{
- plevel->change(x, y, TM_IA, tile->next_tile);
+ level->change(x, y, TM_IA, tile->next_tile);
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
if (bounciness == BOUNCE)
{
- world.add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
}
- score = score + SCORE_DISTRO;
- distros++;
+ player_status.score = player_status.score + SCORE_DISTRO;
+ player_status.distros++;
}
}
/* Try to bump a bad guy from below: */
-void trybumpbadguy(float x, float y)
+void
+World::trybumpbadguy(float x, float y)
{
- /* Bad guys: */
- for (unsigned int i = 0; i < world.bad_guys.size(); i++)
+ // Bad guys:
+ for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
{
- if (world.bad_guys[i].base.x >= x - 32 && world.bad_guys[i].base.x <= x + 32 &&
- world.bad_guys[i].base.y >= y - 16 && world.bad_guys[i].base.y <= y + 16)
+ if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
+ (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
{
- world.bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
-
- /* Upgrades: */
- for (unsigned int i = 0; i < world.upgrades.size(); i++)
+ // Upgrades:
+ for (unsigned int i = 0; i < upgrades.size(); i++)
{
- if (world.upgrades[i].base.height == 32 &&
- world.upgrades[i].base.x >= x - 32 && world.upgrades[i].base.x <= x + 32 &&
- world.upgrades[i].base.y >= y - 16 && world.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)
{
- world.upgrades[i].base.xm = -world.upgrades[i].base.xm;
- world.upgrades[i].base.ym = -8;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
}