4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
34 #include "resources.h"
37 #include "display_manager.h"
38 #include "background.h"
41 Surface* img_distro[4];
43 World* World::current_ = 0;
45 World::World(const std::string& filename)
47 // FIXME: Move this to action and draw and everywhere else where the
48 // world calls child functions
52 level->load(filename, this);
54 tux = new Player(displaymanager);
55 gameobjects.push_back(tux);
59 get_level()->load_gfx();
61 activate_particle_systems();
62 Background* bg = new Background(displaymanager);
64 bg->set_image(level->img_bkgd, level->bkgd_speed);
66 bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
68 gameobjects.push_back(bg);
71 gameobjects.push_back(new TileMap(displaymanager, get_level()));
72 get_level()->load_song();
76 scrolling_timer.init(true);
79 World::World(const std::string& subset, int level_nr)
81 // FIXME: Move this to action and draw and everywhere else where the
82 // world calls child functions
86 level->load(subset, level_nr, this);
88 tux = new Player(displaymanager);
89 gameobjects.push_back(tux);
93 get_level()->load_gfx();
94 activate_particle_systems();
95 Background* bg = new Background(displaymanager);
97 bg->set_image(level->img_bkgd, level->bkgd_speed);
99 bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
101 gameobjects.push_back(bg);
103 gameobjects.push_back(new TileMap(displaymanager, get_level()));
104 get_level()->load_song();
108 scrolling_timer.init(true);
112 World::apply_bonuses()
114 // Apply bonuses from former levels
115 switch (player_status.bonus)
117 case PlayerStatus::NO_BONUS:
120 case PlayerStatus::FLOWER_BONUS:
121 tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
124 case PlayerStatus::GROWUP_BONUS:
132 for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
135 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
136 i != gameobjects.end(); ++i) {
137 Drawable* drawable = dynamic_cast<Drawable*> (*i);
139 displaymanager.remove_drawable(drawable);
148 World::set_defaults()
153 player_status.score_multiplier = 1;
155 counting_distros = false;
158 /* set current song/music */
159 currentmusic = LEVEL_MUSIC;
163 World::add_object(GameObject* object)
165 // XXX hack for now until new collision code is ready
166 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
168 bad_guys.push_back(badguy);
169 Bullet* bullet = dynamic_cast<Bullet*> (object);
171 bullets.push_back(bullet);
172 Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
174 upgrades.push_back(upgrade);
175 Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
177 trampolines.push_back(trampoline);
179 gameobjects.push_back(object);
183 World::parse_objects(lisp_object_t* cur)
185 while(!lisp_nil_p(cur)) {
186 lisp_object_t* data = lisp_car(cur);
187 std::string object_type = lisp_symbol(lisp_car(data));
189 LispReader reader(lisp_cdr(data));
191 if(object_type == "trampoline") {
192 add_object(new Trampoline(displaymanager, reader));
194 BadGuyKind kind = badguykind_from_string(object_type);
195 add_object(new BadGuy(displaymanager, kind, reader));
203 World::activate_particle_systems()
205 if (level->particle_system == "clouds")
207 add_object(new CloudParticleSystem(displaymanager));
209 else if (level->particle_system == "snow")
211 add_object(new SnowParticleSystem(displaymanager));
213 else if (level->particle_system != "")
215 st_abort("unknown particle system specified in level", "");
223 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
224 displaymanager.draw();
228 World::action(double frame_ratio)
230 tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
231 scrolling(frame_ratio);
233 /* update objects (don't use iterators here, because the list might change
234 * during the iteration)
236 for(size_t i = 0; i < gameobjects.size(); ++i)
237 gameobjects[i]->action(frame_ratio);
239 /* Handle all possible collisions. */
242 /** cleanup marked objects */
243 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
244 i != gameobjects.end(); /* nothing */) {
245 if((*i)->is_valid() == false) {
246 Drawable* drawable = dynamic_cast<Drawable*> (*i);
248 displaymanager.remove_drawable(drawable);
249 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
251 bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
254 Bullet* bullet = dynamic_cast<Bullet*> (*i);
257 std::remove(bullets.begin(), bullets.end(), bullet),
260 Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
263 std::remove(upgrades.begin(), upgrades.end(), upgrade),
266 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
269 std::remove(trampolines.begin(), trampolines.end(), trampoline),
274 i = gameobjects.erase(i);
281 /* the space that it takes for the screen to start scrolling, regarding */
282 /* screen bounds (in pixels) */
283 // should be higher than screen->w/2 (400)
284 #define X_SPACE (500-16)
285 // should be less than screen->h/2 (300)
288 // the time it takes to move the camera (in ms)
289 #define CHANGE_DIR_SCROLL_SPEED 2000
291 /* This functions takes cares of the scrolling */
292 void World::scrolling(double frame_ratio)
294 /* Y-axis scrolling */
296 float tux_pos_y = tux->base.y + (tux->base.height/2);
298 if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
300 if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
301 scroll_y = tux_pos_y - (screen->h - Y_SPACE);
302 else if (scroll_y > tux_pos_y - Y_SPACE)
303 scroll_y = tux_pos_y - Y_SPACE;
306 // this code prevent the screen to scroll before the start or after the level's end
307 if(scroll_y > level->height * 32 - screen->h)
308 scroll_y = level->height * 32 - screen->h;
312 /* X-axis scrolling */
315 if(level->hor_autoscroll_speed)
317 scroll_x += level->hor_autoscroll_speed * frame_ratio;
322 /* Horizontal backscrolling */
323 float tux_pos_x = tux->base.x + (tux->base.width/2);
325 if(tux->old_dir != tux->dir && level->back_scrolling)
326 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
330 if (tux->physic.get_velocity_x() > 0)
332 else if (tux->physic.get_velocity_x() < 0)
336 if (tux->dir == RIGHT)
342 if(scrolling_timer.check())
344 float final_scroll_x;
348 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
350 final_scroll_x = tux_pos_x - X_SPACE;
352 if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
353 || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
364 float number = 2.5/(frame_ratio * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
365 if(left) number *= -1.;
368 + constant1 * tux->physic.get_velocity_x() * frame_ratio
369 + constant2 * tux->physic.get_acceleration_x() * frame_ratio * frame_ratio;
371 if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
372 scroll_x = final_scroll_x;
377 if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
378 scroll_x = tux_pos_x - (screen->w - X_SPACE);
379 else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
380 scroll_x = tux_pos_x - X_SPACE;
383 // this code prevent the screen to scroll before the start or after the level's end
384 if(scroll_x > level->width * 32 - screen->w)
385 scroll_x = level->width * 32 - screen->w;
391 World::collision_handler()
393 // CO_BULLET & CO_BADGUY check
394 for(unsigned int i = 0; i < bullets.size(); ++i)
396 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
398 if((*j)->dying != DYING_NOT)
401 if(rectcollision(bullets[i]->base, (*j)->base))
403 // We have detected a collision and now call the
404 // collision functions of the collided objects.
405 (*j)->collision(&bullets[i], CO_BULLET, COLLISION_NORMAL);
406 bullets[i]->collision(CO_BADGUY);
407 break; // bullet is invalid now, so break
412 /* CO_BADGUY & CO_BADGUY check */
413 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
415 if((*i)->dying != DYING_NOT)
418 BadGuys::iterator j = i;
420 for (; j != bad_guys.end(); ++j)
422 if(j == i || (*j)->dying != DYING_NOT)
425 if(rectcollision((*i)->base, (*j)->base))
427 // We have detected a collision and now call the
428 // collision functions of the collided objects.
429 (*j)->collision(*i, CO_BADGUY);
430 (*i)->collision(*j, CO_BADGUY);
435 if(tux->dying != DYING_NOT) return;
437 // CO_BADGUY & CO_PLAYER check
438 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
440 if((*i)->dying != DYING_NOT)
443 if(rectcollision_offset((*i)->base, tux->base, 0, 0))
445 // We have detected a collision and now call the collision
446 // functions of the collided objects.
447 if (tux->previous_base.y < tux->base.y &&
448 tux->previous_base.y + tux->previous_base.height
449 < (*i)->base.y + (*i)->base.height/2
450 && !tux->invincible_timer.started())
452 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
456 tux->collision(*i, CO_BADGUY);
457 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
462 // CO_UPGRADE & CO_PLAYER check
463 for(unsigned int i = 0; i < upgrades.size(); ++i)
465 if(rectcollision(upgrades[i]->base, tux->base))
467 // We have detected a collision and now call the collision
468 // functions of the collided objects.
469 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
473 // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
474 for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
476 if (rectcollision((*i)->base, tux->base))
478 if (tux->previous_base.y < tux->base.y &&
479 tux->previous_base.y + tux->previous_base.height
480 < (*i)->base.y + (*i)->base.height/2)
482 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
484 else if (tux->previous_base.y <= tux->base.y)
486 tux->collision(*i, CO_TRAMPOLINE);
487 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
494 World::add_score(const Vector& pos, int s)
496 player_status.score += s;
498 add_object(new FloatingScore(displaymanager, pos, s));
502 World::add_bouncy_distro(const Vector& pos)
504 add_object(new BouncyDistro(displaymanager, pos));
508 World::add_broken_brick(const Vector& pos, Tile* tile)
510 add_broken_brick_piece(pos, Vector(-1, -4), tile);
511 add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
513 add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
514 add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
518 World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
521 add_object(new BrokenBrick(displaymanager, tile, pos, movement));
525 World::add_bouncy_brick(const Vector& pos)
527 add_object(new BouncyBrick(displaymanager, pos));
531 World::add_bad_guy(float x, float y, BadGuyKind kind)
533 BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
539 World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
541 add_object(new Upgrade(displaymanager, pos, dir, kind));
545 World::add_bullet(const Vector& pos, float xm, Direction dir)
547 if(tux->got_power == Player::FIRE_POWER)
549 if(bullets.size() > MAX_FIRE_BULLETS-1)
552 else if(tux->got_power == Player::ICE_POWER)
554 if(bullets.size() > MAX_ICE_BULLETS-1)
558 Bullet* new_bullet = 0;
559 if(tux->got_power == Player::FIRE_POWER)
560 new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
561 else if(tux->got_power == Player::ICE_POWER)
562 new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
564 st_abort("wrong bullet type.", "");
565 add_object(new_bullet);
567 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
571 World::play_music(int musictype)
573 currentmusic = musictype;
574 switch(currentmusic) {
576 music_manager->play_music(get_level()->get_level_music_fast());
579 music_manager->play_music(get_level()->get_level_music());
582 music_manager->play_music(herring_song);
585 music_manager->halt_music();
591 World::get_music_type()
598 World::trybreakbrick(float x, float y, bool small)
600 Level* plevel = get_level();
602 Tile* tile = gettile(x, y);
607 /* Get a distro from it: */
609 Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
611 // TODO: don't handle this in a global way but per-tile...
612 if (!counting_distros)
614 counting_distros = true;
622 if (distro_counter <= 0)
624 counting_distros = false;
625 plevel->change(x, y, TM_IA, tile->next_tile);
628 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
629 player_status.score = player_status.score + SCORE_DISTRO;
630 player_status.distros++;
636 plevel->change(x, y, TM_IA, tile->next_tile);
638 /* Replace it with broken bits: */
639 add_broken_brick(Vector(
640 ((int)(x + 1) / 32) * 32,
641 (int)(y / 32) * 32), tile);
643 /* Get some score: */
644 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
645 player_status.score = player_status.score + SCORE_BRICK;
656 World::tryemptybox(float x, float y, Direction col_side)
658 Tile* tile = gettile(x,y);
662 // according to the collision side, set the upgrade direction
668 int posx = ((int)(x+1) / 32) * 32;
669 int posy = (int)(y/32) * 32 - 32;
672 case 1: // Box with a distro!
673 add_bouncy_distro(Vector(posx, posy));
674 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
675 player_status.score = player_status.score + SCORE_DISTRO;
676 player_status.distros++;
679 case 2: // Add a fire flower upgrade!
680 if (tux->size == SMALL) /* Tux is small, add mints! */
681 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
682 else /* Tux is big, add a fireflower: */
683 add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
684 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
687 case 5: // Add an ice flower upgrade!
688 if (tux->size == SMALL) /* Tux is small, add mints! */
689 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
690 else /* Tux is big, add an iceflower: */
691 add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
692 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
695 case 3: // Add a golden herring
696 add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
699 case 4: // Add a 1up extra
700 add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
707 level->change(x, y, TM_IA, tile->next_tile);
710 /* Try to grab a distro: */
712 World::trygrabdistro(float x, float y, int bounciness)
714 Tile* tile = gettile(x, y);
715 if (tile && tile->distro)
717 level->change(x, y, TM_IA, tile->next_tile);
718 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
720 if (bounciness == BOUNCE)
722 add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
723 (int)(y / 32) * 32));
726 player_status.score = player_status.score + SCORE_DISTRO;
727 player_status.distros++;
731 /* Try to bump a bad guy from below: */
733 World::trybumpbadguy(float x, float y)
736 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
738 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
739 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
741 (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
746 for (unsigned int i = 0; i < upgrades.size(); i++)
748 if (upgrades[i]->base.height == 32 &&
749 upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
750 upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
752 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);