// 02111-1307, USA.
#include <iostream>
-#include <math.h>
+#include <cmath>
-#include "globals.h"
+#include "app/globals.h"
#include "defines.h"
+#include "special/sprite_manager.h"
+#include "utils/lispwriter.h"
#include "badguy.h"
#include "tile.h"
#include "resources.h"
-#include "sprite_manager.h"
-#include "world.h"
#include "camera.h"
-#include "lispwriter.h"
#include "level.h"
+#include "sector.h"
+#include "tilemap.h"
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
return BAD_WALKINGTREE;
else
{
- printf("Couldn't convert badguy: '%s'\n", str.c_str());
- return BAD_SNOWBALL;
+ return BAD_INVALID;
}
}
BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
: removable(false), squishcount(0)
{
- lispreader.read_float("x", &start_position.x);
- lispreader.read_float("y", &start_position.y);
+ lispreader.read_float("x", start_position.x);
+ lispreader.read_float("y", start_position.y);
kind = kind_;
stay_on_platform = false;
- lispreader.read_bool("stay-on-platform", &stay_on_platform);
+ lispreader.read_bool("stay-on-platform", stay_on_platform);
init();
}
timer.init(true);
// if we're in a solid tile at start correct that now
+ if(Sector::current()) {
if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
{
std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
--base.y;
}
- if(World::current()->camera) {
- Vector scroll = World::current()->camera->get_translation();
+ if(Sector::current()->camera) {
+ Vector scroll = Sector::current()->camera->get_translation();
if(start_position.x > scroll.x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll.x + screen->w + X_OFFSCREEN_DISTANCE &&
start_position.y < scroll.y + screen->h + Y_OFFSCREEN_DISTANCE) {
activate(LEFT);
}
+ } } else {
+ if(start_position.x > 0 && start_position.x <= screen->w
+ && start_position.y > 0 && start_position.y <= screen->h)
+ activate(LEFT);
}
}
void
BadGuy::action_mriceblock(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
if(mode != HELD)
fall();
if (mode != HELD)
{
// move
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
tux.kick_timer.start(KICKING_TIME);
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- play_sound(sounds[SND_KICK],SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
}
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* handle stereo sound (number 10 should be tweaked...)*/
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_RICOCHET], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_RICOCHET], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
}
}
if (dir == LEFT && issolid( base.x, (int) base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
dir = RIGHT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
if (dir == RIGHT && issolid( base.x + base.width, (int)base.y + halfheight))
{
if (kind == BAD_MRICEBLOCK && mode == KICK)
- World::current()->trybreakbrick(base.x + base.width, (int) base.y + halfheight, false);
+ Sector::current()->trybreakbrick(
+ Vector(base.x + base.width, (int) base.y + halfheight), false);
dir = LEFT;
physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
else
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const float JUMPV = 6;
dir = LEFT;
// move
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
fall();
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- float scroll_x = World::current()->camera->get_translation().x;
-
- /* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
- if (base.x < scroll_x + screen->w/2 - 10)
- play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
- else if (base.x > scroll_x + screen->w/2 + 10)
- play_sound(sounds[SND_EXPLODE], SOUND_RIGHT_SPEAKER);
- else
- play_sound(sounds[SND_EXPLODE], SOUND_CENTER_SPEAKER);
-
+ SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
}
// move
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
collision_swept_object_map(&old_base,&base);
}
void
BadGuy::action_stalactite(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
static const int SHAKETIME = 800;
static const int RANGE = 40;
// start shaking when tux is below the stalactite and at least 40 pixels
// near
if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
- && tux.base.y + tux.base.height > base.y) {
+ && tux.base.y + tux.base.height > base.y
+ && tux.dying == DYING_NOT) {
timer.start(SHAKETIME);
mode = STALACTITE_SHAKING;
}
}
// move
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_SQUISHED && !timer.check())
remove_me();
// go in wait mode when back in water
if(dying == DYING_NOT
- && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+ && gettile(base.x, base.y + base.height)
+ && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
&& physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
physic.enable_gravity(true);
}
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
// check for right/left collisions
check_horizontal_bump();
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
if(dying != DYING_NOT)
physic.enable_gravity(true);
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if(dying == DYING_NOT || dying == DYING_SQUISHED)
collision_swept_object_map(&old_base, &base);
}
#endif
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
fall();
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
physic.enable_gravity(true);
else
{
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
}
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
// Handle dying timer:
void
BadGuy::action_walkingtree(double elapsed_time)
{
- Player& tux = *World::current()->get_tux();
- Direction v_dir = physic.get_velocity_x() < 0 ? LEFT : RIGHT;
-
if (dying == DYING_NOT)
check_horizontal_bump();
fall();
- if (mode == BGM_BIG)
- {
- if ((tux.base.x + tux.base.width/2 > base.x + base.width/2) && v_dir == LEFT)
- {
- dir = RIGHT;
- physic.set_velocity_x(-physic.get_velocity_x());
- }
- else if ((tux.base.x + tux.base.width/2 < base.x + base.width/2) && v_dir == RIGHT)
- {
- dir = LEFT;
- physic.set_velocity_x(-physic.get_velocity_x());
- }
- }
-
-
- physic.apply(elapsed_time, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
void
BadGuy::action(float elapsed_time)
{
- float scroll_x = World::current()->camera->get_translation().x;
- float scroll_y = World::current()->camera->get_translation().y;
+ float scroll_x = Sector::current()->camera->get_translation().x;
+ float scroll_y = Sector::current()->camera->get_translation().y;
// BadGuy fall below the ground
- if (base.y > World::current()->get_level()->height * 32) {
+ if (base.y > Sector::current()->solids->get_height() * 32) {
remove_me();
return;
}
if(sprite == 0)
return;
- sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
-#if 0
- Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)), SD_VERTICAL_FLIP);
+ sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
else
- sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
-#endif
+ sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
- float scroll_x = context.get_translation().x;
- float scroll_y = context.get_translation().y;
if(debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
+ context.draw_filled_rect(Vector(base.x, base.y),
+ Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
}
void
}
void
-BadGuy::make_player_jump(Player* player)
-{
- player->physic.set_velocity_y(2);
- player->base.y = base.y - player->base.height - 2;
-}
-
-void
BadGuy::squish_me(Player* player)
{
- make_player_jump(player);
+ player->bounce(this);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
player_status.score_multiplier++;
dying = DYING_SQUISHED;
// mrbomb transforms into a bomb now
explode(false);
- make_player_jump(player);
- World::current()->add_score(Vector(base.x, base.y),
+ player->bounce(this);
+ Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
player_status.score_multiplier++;
return;
if (mode == NORMAL || mode == KICK)
{
/* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
mode = FLAT;
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x(0);
timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
if (player->base.x < base.x + (base.width/2)) {
physic.set_velocity_x(5);
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
}
- make_player_jump(player);
+ player->bounce(this);
player_status.score_multiplier++;
if(physic.get_velocity_y() >= 0)
return;
- make_player_jump(player);
+ player->bounce(this);
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
{
set_sprite(img_walkingtree_left_small, img_walkingtree_left_small);
physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
+
+ /* Move to the player's direction */
+ if(dir != Sector::current()->player->dir)
+ physic.set_velocity_x(-physic.get_velocity_x());
+ dir = Sector::current()->player->dir;
+
// XXX magic number: 66 is BGM_BIG height
- make_player_jump(player);
+ player->bounce(this);
base.y += 66 - base.height;
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
25 * player_status.score_multiplier);
player_status.score_multiplier++;
set_sprite(img_mriceblock_falling_left, img_mriceblock_falling_right);
if(mode == HELD) {
mode = NORMAL;
- Player& tux = *World::current()->get_tux();
+ Player& tux = *Sector::current()->player;
tux.holding_something = false;
}
}
/* Gain some points: */
if (score != 0)
- World::current()->add_score(Vector(base.x, base.y),
+ Sector::current()->add_score(Vector(base.x, base.y),
score * player_status.score_multiplier);
/* Play death sound: */
- play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
}
void
BadGuy::explode(bool right_way)
{
- BadGuy *badguy = World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
if(right_way)
{
badguy->timer.start(0);
dir = RIGHT;
physic.set_velocity_x(fabsf(physic.get_velocity_x()));
- // in case badguys get "jammed"
- if (physic.get_velocity_x() != 0)
- base.x = pbad_c->base.x + pbad_c->base.width;
+ // Put bad guys a part (or they get jammed)
+ // only needed to do to one of them
+ base.x = pbad_c->base.x + pbad_c->base.width + 1;
}
else if (dir == RIGHT)
{
/* Get kicked if were flat */
if (mode == FLAT && !dying)
{
- play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
// Hit from left side
if (player->base.x < base.x) {