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);
61 activate_particle_systems();
62 background = new Background(displaymanager);
64 background->set_image(level->img_bkgd, level->bkgd_speed);
66 background->set_gradient(level->bkgd_top, level->bkgd_bottom);
68 add_object(background);
71 add_object(new TileMap(displaymanager, level));
76 camera = new Camera(tux, level);
79 scrolling_timer.init(true);
82 World::World(const std::string& subset, int level_nr)
84 // FIXME: Move this to action and draw and everywhere else where the
85 // world calls child functions
89 level->load(subset, level_nr, this);
91 tux = new Player(displaymanager);
92 gameobjects.push_back(tux);
96 get_level()->load_gfx();
97 activate_particle_systems();
98 background = new Background(displaymanager);
100 background->set_image(level->img_bkgd, level->bkgd_speed);
102 background->set_gradient(level->bkgd_top, level->bkgd_bottom);
104 gameobjects.push_back(background);
106 gameobjects.push_back(new TileMap(displaymanager, get_level()));
107 get_level()->load_song();
111 scrolling_timer.init(true);
115 World::apply_bonuses()
117 // Apply bonuses from former levels
118 switch (player_status.bonus)
120 case PlayerStatus::NO_BONUS:
123 case PlayerStatus::FLOWER_BONUS:
124 tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
127 case PlayerStatus::GROWUP_BONUS:
135 for (std::vector<GameObject*>::iterator i = gameobjects.begin();
136 i != gameobjects.end(); ++i) {
144 World::set_defaults()
146 player_status.score_multiplier = 1;
148 counting_distros = false;
151 /* set current song/music */
152 currentmusic = LEVEL_MUSIC;
156 World::add_object(GameObject* object)
158 // XXX hack for now until new collision code is ready
159 BadGuy* badguy = dynamic_cast<BadGuy*> (object);
161 bad_guys.push_back(badguy);
162 Bullet* bullet = dynamic_cast<Bullet*> (object);
164 bullets.push_back(bullet);
165 Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
167 upgrades.push_back(upgrade);
168 Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
170 trampolines.push_back(trampoline);
171 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
173 flying_platforms.push_back(flying_platform);
175 gameobjects.push_back(object);
179 World::parse_objects(lisp_object_t* cur)
181 while(!lisp_nil_p(cur)) {
182 lisp_object_t* data = lisp_car(cur);
183 std::string object_type = lisp_symbol(lisp_car(data));
185 LispReader reader(lisp_cdr(data));
187 if(object_type == "trampoline") {
188 add_object(new Trampoline(displaymanager, reader));
190 else if(object_type == "flying-platform") {
191 add_object(new FlyingPlatform(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.draw(*camera);
227 World::action(float elapsed_time)
229 /* update objects (don't use iterators here, because the list might change
230 * during the iteration)
232 for(size_t i = 0; i < gameobjects.size(); ++i)
233 gameobjects[i]->action(elapsed_time);
235 tux->check_bounds(*camera,
236 level->back_scrolling, (bool)level->hor_autoscroll_speed);
238 /* Handle all possible collisions. */
241 /** cleanup marked objects */
242 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
243 i != gameobjects.end(); /* nothing */) {
244 if((*i)->is_valid() == false) {
245 Drawable* drawable = dynamic_cast<Drawable*> (*i);
247 displaymanager.remove_drawable(drawable);
248 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
250 bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
253 Bullet* bullet = dynamic_cast<Bullet*> (*i);
256 std::remove(bullets.begin(), bullets.end(), bullet),
259 Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
262 std::remove(upgrades.begin(), upgrades.end(), upgrade),
265 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
268 std::remove(trampolines.begin(), trampolines.end(), trampoline),
271 FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
272 if(flying_platform) {
273 flying_platforms.erase(
274 std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
275 flying_platforms.end());
279 i = gameobjects.erase(i);
286 /* the space that it takes for the screen to start scrolling, regarding */
287 /* screen bounds (in pixels) */
288 // should be higher than screen->w/2 (400)
289 #define X_SPACE (500-16)
290 // should be less than screen->h/2 (300)
293 static const float max_speed_y = 1.4;
295 // the time it takes to move the camera (in ms)
296 #define CHANGE_DIR_SCROLL_SPEED 2000
298 static const float EPSILON = .0001;
301 /* This functions takes cares of the scrolling */
302 void World::scrolling(float elapsed_time)
304 if(elapsed_time < EPSILON)
307 Vector scroll = displaymanager.get_viewport().get_translation();
308 bool do_y_scrolling = true;
311 do_y_scrolling = false;
313 /* Y-axis scrolling */
316 // upwards we target the y position of the platforms tux stands on
317 if(tux->fall_mode != Player::FALLING)
318 target_y = tux->last_ground_y + tux->base.height;
320 target_y = tux->base.y + tux->base.height;
322 float delta_y = scroll.y - (target_y - (screen->h/2));
323 float speed_y = delta_y / elapsed_time;
325 float max = max_speed_y;
326 if(fabsf(delta_y) > float(screen->h)/5.0)
331 else if(speed_y < -max)
334 scroll.y -= speed_y * elapsed_time;
336 // don't scroll before the start or after the level's end
337 if(scroll.y > level->height * 32 - screen->h)
338 scroll.y = level->height * 32 - screen->h;
343 /* X-axis scrolling */
347 if(level->hor_autoscroll_speed)
349 scroll_x += level->hor_autoscroll_speed * elapsed_time;
350 displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
355 /* Horizontal backscrolling */
356 float tux_pos_x = tux->base.x + (tux->base.width/2);
358 if(tux->old_dir != tux->dir && level->back_scrolling)
359 scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
363 if (tux->physic.get_velocity_x() > 0)
365 else if (tux->physic.get_velocity_x() < 0)
369 if (tux->dir == RIGHT)
375 if(scrolling_timer.check())
377 float final_scroll_x;
381 final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
383 final_scroll_x = tux_pos_x - X_SPACE;
385 if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
386 || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
397 float number = 2.5/(elapsed_time * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
398 if(left) number *= -1.;
401 + constant1 * tux->physic.get_velocity_x() * elapsed_time
402 + constant2 * tux->physic.get_acceleration_x() * elapsed_time *
405 if ((right && final_scroll_x - scroll.x < 0) || (left && final_scroll_x -
407 scroll.x = final_scroll_x;
411 if (right && scroll.x < tux_pos_x - (screen->w - X_SPACE))
412 scroll.x = tux_pos_x - (screen->w - X_SPACE);
413 else if (left && scroll.x > tux_pos_x - X_SPACE && level->back_scrolling)
414 scroll.x = tux_pos_x - X_SPACE;
417 // don't scroll before the start or after the level's end
418 if(scroll.x > level->width * 32 - screen->w)
419 scroll.x = level->width * 32 - screen->w;
423 displaymanager.get_viewport().set_translation(scroll);
428 World::collision_handler()
430 // CO_BULLET & CO_BADGUY check
431 for(unsigned int i = 0; i < bullets.size(); ++i)
433 for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
435 if((*j)->dying != DYING_NOT)
438 if(rectcollision(bullets[i]->base, (*j)->base))
440 // We have detected a collision and now call the
441 // collision functions of the collided objects.
442 (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
443 bullets[i]->collision(CO_BADGUY);
444 break; // bullet is invalid now, so break
449 /* CO_BADGUY & CO_BADGUY check */
450 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
452 if((*i)->dying != DYING_NOT)
455 BadGuys::iterator j = i;
457 for (; j != bad_guys.end(); ++j)
459 if(j == i || (*j)->dying != DYING_NOT)
462 if(rectcollision((*i)->base, (*j)->base))
464 // We have detected a collision and now call the
465 // collision functions of the collided objects.
466 (*j)->collision(*i, CO_BADGUY);
467 (*i)->collision(*j, CO_BADGUY);
472 if(tux->dying != DYING_NOT) return;
474 // CO_BADGUY & CO_PLAYER check
475 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
477 if((*i)->dying != DYING_NOT)
480 if(rectcollision_offset((*i)->base, tux->base, 0, 0))
482 // We have detected a collision and now call the collision
483 // functions of the collided objects.
484 if (tux->previous_base.y < tux->base.y &&
485 tux->previous_base.y + tux->previous_base.height
486 < (*i)->base.y + (*i)->base.height/2
487 && !tux->invincible_timer.started())
489 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
493 tux->collision(*i, CO_BADGUY);
494 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
499 // CO_UPGRADE & CO_PLAYER check
500 for(unsigned int i = 0; i < upgrades.size(); ++i)
502 if(rectcollision(upgrades[i]->base, tux->base))
504 // We have detected a collision and now call the collision
505 // functions of the collided objects.
506 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
510 // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
511 for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
513 if (rectcollision((*i)->base, tux->base))
515 if (tux->previous_base.y < tux->base.y &&
516 tux->previous_base.y + tux->previous_base.height
517 < (*i)->base.y + (*i)->base.height/2)
519 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
521 else if (tux->previous_base.y <= tux->base.y)
523 tux->collision(*i, CO_TRAMPOLINE);
524 (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
529 // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
530 for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
532 if (rectcollision((*i)->base, tux->base))
534 if (tux->previous_base.y < tux->base.y &&
535 tux->previous_base.y + tux->previous_base.height
536 < (*i)->base.y + (*i)->base.height/2)
538 (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
539 tux->collision(*i, CO_FLYING_PLATFORM);
541 /* else if (tux->previous_base.y <= tux->base.y)
549 World::add_score(const Vector& pos, int s)
551 player_status.score += s;
553 add_object(new FloatingScore(displaymanager, pos, s));
557 World::add_bouncy_distro(const Vector& pos)
559 add_object(new BouncyDistro(displaymanager, pos));
563 World::add_broken_brick(const Vector& pos, Tile* tile)
565 add_broken_brick_piece(pos, Vector(-1, -4), tile);
566 add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
568 add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
569 add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
573 World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
576 add_object(new BrokenBrick(displaymanager, tile, pos, movement));
580 World::add_bouncy_brick(const Vector& pos)
582 add_object(new BouncyBrick(displaymanager, pos));
586 World::add_bad_guy(float x, float y, BadGuyKind kind)
588 BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
594 World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
596 add_object(new Upgrade(displaymanager, pos, dir, kind));
600 World::add_bullet(const Vector& pos, float xm, Direction dir)
602 if(tux->got_power == Player::FIRE_POWER)
604 if(bullets.size() > MAX_FIRE_BULLETS-1)
607 else if(tux->got_power == Player::ICE_POWER)
609 if(bullets.size() > MAX_ICE_BULLETS-1)
613 Bullet* new_bullet = 0;
614 if(tux->got_power == Player::FIRE_POWER)
615 new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
616 else if(tux->got_power == Player::ICE_POWER)
617 new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
619 st_abort("wrong bullet type.", "");
620 add_object(new_bullet);
622 play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
628 World::play_music(int musictype)
630 currentmusic = musictype;
631 switch(currentmusic) {
633 music_manager->play_music(get_level()->get_level_music_fast());
636 music_manager->play_music(get_level()->get_level_music());
639 music_manager->play_music(herring_song);
642 music_manager->halt_music();
648 World::get_music_type()
655 World::trybreakbrick(float x, float y, bool small)
657 Level* plevel = get_level();
659 Tile* tile = gettile(x, y);
664 /* Get a distro from it: */
666 Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
668 // TODO: don't handle this in a global way but per-tile...
669 if (!counting_distros)
671 counting_distros = true;
679 if (distro_counter <= 0)
681 counting_distros = false;
682 plevel->change(x, y, TM_IA, tile->next_tile);
685 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
686 player_status.score = player_status.score + SCORE_DISTRO;
687 player_status.distros++;
693 plevel->change(x, y, TM_IA, tile->next_tile);
695 /* Replace it with broken bits: */
696 add_broken_brick(Vector(
697 ((int)(x + 1) / 32) * 32,
698 (int)(y / 32) * 32), tile);
700 /* Get some score: */
701 play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
702 player_status.score = player_status.score + SCORE_BRICK;
713 World::tryemptybox(float x, float y, Direction col_side)
715 Tile* tile = gettile(x,y);
719 // according to the collision side, set the upgrade direction
725 int posx = ((int)(x+1) / 32) * 32;
726 int posy = (int)(y/32) * 32 - 32;
729 case 1: // Box with a distro!
730 add_bouncy_distro(Vector(posx, posy));
731 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
732 player_status.score = player_status.score + SCORE_DISTRO;
733 player_status.distros++;
736 case 2: // Add a fire flower upgrade!
737 if (tux->size == SMALL) /* Tux is small, add mints! */
738 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
739 else /* Tux is big, add a fireflower: */
740 add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
741 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
744 case 5: // Add an ice flower upgrade!
745 if (tux->size == SMALL) /* Tux is small, add mints! */
746 add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
747 else /* Tux is big, add an iceflower: */
748 add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
749 play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
752 case 3: // Add a golden herring
753 add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
756 case 4: // Add a 1up extra
757 add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
764 level->change(x, y, TM_IA, tile->next_tile);
767 /* Try to grab a distro: */
769 World::trygrabdistro(float x, float y, int bounciness)
771 Tile* tile = gettile(x, y);
772 if (tile && tile->distro)
774 level->change(x, y, TM_IA, tile->next_tile);
775 play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
777 if (bounciness == BOUNCE)
779 add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
780 (int)(y / 32) * 32));
783 player_status.score = player_status.score + SCORE_DISTRO;
784 player_status.distros++;
788 /* Try to bump a bad guy from below: */
790 World::trybumpbadguy(float x, float y)
793 for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
795 if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
796 (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
798 (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
803 for (unsigned int i = 0; i < upgrades.size(); i++)
805 if (upgrades[i]->base.height == 32 &&
806 upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
807 upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
809 upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);