Made code using fireworks sound effect.
[supertux.git] / src / gameobjs.cpp
index 3fcf030..39d4eb6 100644 (file)
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //  02111-1307, USA.
+
 #include <algorithm>
 #include <iostream>
-#include "world.h"
+#include <cmath>
+
+#include "app/globals.h"
 #include "tile.h"
+#include "tile_manager.h"
 #include "gameloop.h"
 #include "gameobjs.h"
-#include "sprite_manager.h"
+#include "special/sprite_manager.h"
 #include "resources.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "video/drawing_context.h"
 
-void
-BouncyDistro::init(float x, float y)
+BouncyDistro::BouncyDistro(const Vector& pos)
+  : position(pos)
 {
-  base.x = x;
-  base.y = y;
-  base.ym = -2;
+  ym = -2;
 }
 
 void
-BouncyDistro::action(double frame_ratio)
+BouncyDistro::action(float elapsed_time)
 {
-  base.y = base.y + base.ym * frame_ratio;
+  position.y += ym * elapsed_time;
 
-  base.ym += 0.1 * frame_ratio;
-
-  if (base.ym >= 0)
-    {
-      std::vector<BouncyDistro*>::iterator i
-        = std::find(World::current()->bouncy_distros.begin(), 
-                    World::current()->bouncy_distros.end(), 
-                    this);
-      if (i != World::current()->bouncy_distros.end())
-        World::current()->bouncy_distros.erase(i);
-    }
+  ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+  if(ym >= 0)
+    remove_me();
 }
 
 void
-BouncyDistro::draw()
+BouncyDistro::draw(DrawingContext& context)
 {
-  img_distro[0]->draw(base.x - scroll_x,
-                      base.y - scroll_y);
+  context.draw_surface(img_distro[0], position, LAYER_OBJECTS);
 }
 
 
-void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement)
+  : tile(ntile), position(pos), movement(nmovement)
 {
-  tile    = tile_;
-  base.x  = x;
-  base.y  = y;
-  base.xm = xm;
-  base.ym = ym;
-
-  timer.init(true);
   timer.start(200);
 }
 
 void
-BrokenBrick::action(double frame_ratio)
+BrokenBrick::action(float elapsed_time)
 {
-  base.x = base.x + base.xm * frame_ratio;
-  base.y = base.y + base.ym * frame_ratio;
+  position += movement * elapsed_time;
 
   if (!timer.check())
-    {
-      std::vector<BrokenBrick*>::iterator i
-        = std::find(World::current()->broken_bricks.begin(), 
-                    World::current()->broken_bricks.end(), 
-                    this);
-      if (i != World::current()->broken_bricks.end())
-        World::current()->broken_bricks.erase(i);
-    }
+    remove_me();
 }
 
 void
-BrokenBrick::draw()
-{
-  SDL_Rect src, dest;
-  src.x = rand() % 16;
-  src.y = rand() % 16;
-  src.w = 16;
-  src.h = 16;
-
-  dest.x = (int)(base.x - scroll_x);
-  dest.y = (int)(base.y  - scroll_y);
-  dest.w = 16;
-  dest.h = 16;
-  
+BrokenBrick::draw(DrawingContext& context)
+{
   if (tile->images.size() > 0)
-    tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+    context.draw_surface_part(tile->images[0],
+        Vector(rand() % 16, rand() % 16),
+        Vector(16, 16),
+        position, LAYER_OBJECTS + 1);
 }
 
-void
-BouncyBrick::init(float x, float y)
-{
-  base.x   = x;
-  base.y   = y;
-  offset   = 0;
-  offset_m = -BOUNCY_BRICK_SPEED;
-  shape    = World::current()->get_level()->gettileid(x, y);
+BouncyBrick::BouncyBrick(const Vector& pos)
+  : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED), 
+    shape(Sector::current()->solids->get_tile_id_at(pos))
+{ 
+  shape.hidden = true;
 }
 
 void
-BouncyBrick::action(double frame_ratio)
+BouncyBrick::action(float elapsed_time)
 {
-  offset = (offset + offset_m * frame_ratio);
+  offset += offset_m * elapsed_time;
 
   /* Go back down? */
   if (offset < -BOUNCY_BRICK_MAX_OFFSET)
     offset_m = BOUNCY_BRICK_SPEED;
 
-
   /* Stop bouncing? */
   if (offset >= 0)
     {
-      std::vector<BouncyBrick*>::iterator i
-        = std::find(World::current()->bouncy_bricks.begin(), 
-                    World::current()->bouncy_bricks.end(), 
-                    this);
-      if (i != World::current()->bouncy_bricks.end())
-        World::current()->bouncy_bricks.erase(i);
+      shape.hidden = false;
+      remove_me();
     }
 }
 
 void
-BouncyBrick::draw()
+BouncyBrick::draw(DrawingContext& context)
 {
-  SDL_Rect dest;
-  
-  if (base.x >= scroll_x - 32 &&
-      base.x <= scroll_x + screen->w)
-    {
-      dest.x = (int)(base.x - scroll_x);
-      dest.y = (int)(base.y - scroll_y);
-      dest.w = 32;
-      dest.h = 32;
-
-      Level* plevel = World::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(base.x - scroll_x, base.y - scroll_y,
-                   32,32, 
-                   plevel->bkgd_top.red, plevel->bkgd_top.green, plevel->bkgd_top.blue, 0);
-// FIXME: doesn't respect the gradient, futhermore is this necessary at all??
-        }
-      else
-        {
-          int s = ((int)scroll_x / 2)%640;
-          plevel->img_bkgd->draw_part(dest.x + s, dest.y, 
-                                      dest.x, dest.y,dest.w,dest.h);
-        }
-
-      Tile::draw(base.x - scroll_x,
-                 base.y - scroll_y + offset,
-                 shape);
-    }
+  TileManager::instance()->
+    draw_tile(context, shape.id, position + Vector(0, offset), LAYER_TILES+1);
 }
 
-void
-FloatingScore::init(float x, float y, int s)
+FloatingScore::FloatingScore(const Vector& pos, int score)
+  : position(pos)
 {
-  base.x = x;
-  base.y = y - 16;
-  timer.init(true);
   timer.start(1000);
-  value = s;
+  snprintf(str, 10, "%d", score);
+  position.x -= strlen(str) * 8;
 }
 
 void
-FloatingScore::action(double frame_ratio)
+FloatingScore::action(float elapsed_time)
 {
-  base.y = base.y - 2 * frame_ratio;
+  position.y -= 2 * elapsed_time;
 
   if(!timer.check())
-    {
-      std::vector<FloatingScore*>::iterator i
-        = std::find(World::current()->floating_scores.begin(), 
-                    World::current()->floating_scores.end(), 
-                    this);
-      if (i != World::current()->floating_scores.end())
-        World::current()->floating_scores.erase(i);
-    }
+    remove_me();
 }
 
 void
-FloatingScore::draw()
+FloatingScore::draw(DrawingContext& context)
 {
-  char str[10];
-  sprintf(str, "%d", value);
-  gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+  context.draw_text(gold_text, str, position, LAYER_OBJECTS);
 }
 
 /* Trampoline */
 
-#define TRAMPOLINE_FRAMES 4
-Sprite *img_trampoline[TRAMPOLINE_FRAMES];
+Sprite *img_trampoline;
 
-void load_object_gfx()
+Trampoline::Trampoline(LispReader& reader)
 {
-  for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
-  {
-    char sprite_name[16];
-    sprintf(sprite_name, "trampoline-%i", i+1);
-    img_trampoline[i] = sprite_manager->load(sprite_name);
-  }
+  reader.read_float("x", base.x);
+  reader.read_float("y", base.y); 
+  base.width = 32;
+  base.height = 32;
+  power = 7.5;
+  reader.read_float("power", power);
+
+  frame = 0;
+  mode = M_NORMAL;
+  physic.reset();
 }
 
-void
-Trampoline::init(float x, float y)
+Trampoline::Trampoline(float x, float y)
 {
   base.x = x;
   base.y = y;
-
   base.width = 32;
   base.height = 32;
+  power = 7.5;
 
   frame = 0;
+  mode = M_NORMAL;
+  physic.reset();
 }
 
 void
-Trampoline::draw()
+Trampoline::write(LispWriter& writer)
 {
-  img_trampoline[frame]->draw((int)base.x, (int)base.y);
+  writer.start_list("trampoline");
 
-  frame = 0;
+  writer.write_float("x", base.x);
+  writer.write_float("y", base.y);
+  writer.write_float("power", power);
 
-  if (debug_mode)
-    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75, 75, 0, 150);
+  writer.end_list("trampoline");
+}
+
+void
+Trampoline::draw(DrawingContext& context)
+{
+  img_trampoline->set_frame(frame);
+  img_trampoline->draw(context, base, LAYER_OBJECTS);
+  frame = 0;
 }
 
 void
-Trampoline::action(double frame_ratio)
+Trampoline::action(float frame_ratio)
 {
-  physic.apply(frame_ratio, base.x, base.y);
+  // TODO: Remove if we're too far off the screen
 
   // Falling
-  if (issolid(base.x + base.width/2, base.y + base.height))
+  if (mode != M_HELD)
   {
-    base.y = int((base.y + base.height)/32) * 32 - base.height;
+    if (issolid(base.x + base.width/2, base.y + base.height))
+    {
+      base.y = int((base.y + base.height)/32) * 32 - base.height;
+
+      physic.enable_gravity(false);
+      physic.set_velocity_y(0.0f);
+
+      physic.set_velocity_x(0);
+    }
+    else
+    {
+      physic.enable_gravity(true);
+    }
+  }
+  else // Player is carrying us around
+  {
+    /* FIXME: The trampoline object shouldn't know about pplayer objects. */
+    /* If we're holding the iceblock */
+    Player& tux = *Sector::current()->player;
+    Direction dir = tux.dir;
+
+    if(dir == RIGHT)
+    {
+      base.x = tux.base.x + 16;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
+    else /* facing left */
+    {
+      base.x = tux.base.x - 16;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
 
-    physic.enable_gravity(false);
-    physic.set_velocity_y(0.0f);
+    if(collision_object_map(base))
+    {
+      base.x = tux.base.x;
+      base.y = tux.base.y + tux.base.height/1.5 - base.height;
+    }
   }
-  else
-    physic.enable_gravity(true);
 
+  physic.apply(frame_ratio, base.x, base.y, Sector::current()->gravity);
+  collision_swept_object_map(&old_base, &base);
 }
 
-// TODO:
-// If HELD
-//   - move with tux
-// If jumped on
-//   - compress springs (reduce height)
+void
+Trampoline::collision(const MovingObject&, int)
+{
+  // comes later
+}
 
 void
 Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
@@ -285,14 +255,11 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
 
       if (type == COLLISION_NORMAL)
       {
-        // TODO: Pick up if HELD
+        // Pick up if HELD (done in Player)
       }
 
       else if (type == COLLISION_SQUISH)
       {
-        // TODO: compress springs
-        // TODO: launch tux, if necessary
-
         int squish_amount = (32 - (int)pplayer_c->base.y % 32);
 
         if (squish_amount < 24)
@@ -304,8 +271,10 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
         else
           frame = 0;
 
-        if (squish_amount < 24)
+        if (squish_amount < 20) {
           pplayer_c->physic.set_velocity_y(power);
+          pplayer_c->fall_mode = Player::TRAMPOLINE_JUMP;
+        }
         else if (pplayer_c->physic.get_velocity_y() < 0)
           pplayer_c->physic.set_velocity_y(-squish_amount/32);
       }
@@ -318,5 +287,211 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
   }
 }
 
-/* EOF */
+/* Flying Platform */
+
+Sprite *img_flying_platform;
+
+FlyingPlatform::FlyingPlatform(LispReader& reader)
+{
+  reader.read_int_vector("x", pos_x);
+  reader.read_int_vector("y", pos_y);
+
+  velocity = 2.0;
+  reader.read_float("velocity", velocity);
+
+  base.x = pos_x[0];
+  base.y = pos_y[0];
+  base.width = 96;
+  base.height = 40;
+
+  point = 0;
+  move = false;
+
+  float x = pos_x[point+1] - pos_x[point];
+  float y = pos_y[point+1] - pos_y[point];
+  vel_x = x*velocity / sqrt(x*x + y*y);
+  vel_y = -(velocity - vel_x);
+
+  frame = 0;
+}
+
+FlyingPlatform::FlyingPlatform(int x, int y)
+{
+base.x = x;
+base.y = y;
+point = 0;
+move = false;
+}
+
+void
+FlyingPlatform::write(LispWriter& writer)
+{
+  writer.start_list("flying-trampoline");
+
+  writer.write_int_vector("x", pos_x);
+  writer.write_int_vector("y", pos_y);
+  writer.write_float("velocity", velocity);
+
+  writer.end_list("flying-trampoline");
+}
+
+void
+FlyingPlatform::draw(DrawingContext& context)
+{
+  img_flying_platform->draw(context, base, LAYER_OBJECTS);
+}
+
+void
+FlyingPlatform::action(float frame_ratio)
+{
+  // TODO: Remove if we're too far off the screen
+
+if(!move)
+  return;
+
+if((unsigned)point+1 != pos_x.size())
+  {
+  if(((pos_x[point+1] > pos_x[point] && base.x >= pos_x[point+1]) ||
+      (pos_x[point+1] < pos_x[point] && base.x <= pos_x[point+1]) ||
+      pos_x[point] == pos_x[point+1]) &&
+    ((pos_y[point+1] > pos_y[point] && base.y >= pos_y[point+1]) ||
+      (pos_y[point+1] < pos_y[point] && base.y <= pos_y[point+1]) ||
+      pos_y[point] == pos_y[point+1]))
+    {
+    point++;
+
+    float x = pos_x[point+1] - pos_x[point];
+    float y = pos_y[point+1] - pos_y[point];
+    vel_x = x*velocity / sqrt(x*x + y*y);
+    vel_y = -(velocity - vel_x);
+    }
+  }
+else   // last point
+  {
+  // point = 0;
+  // reverse vector
+  return;
+  }
+/*
+if(pos_x[point+1] > base.x)
+  base.x += velocity * frame_ratio;
+else if(pos_x[point+1] < base.x)
+  base.x -= velocity * frame_ratio;
+
+if(pos_y[point+1] > base.y)
+  base.y += velocity * frame_ratio;
+else if(pos_y[point+1] < base.y)
+  base.y -= velocity * frame_ratio;
+*/
+
+base.x += vel_x * frame_ratio;
+base.y += vel_y * frame_ratio;
+}
+
+void
+FlyingPlatform::collision(const MovingObject&, int)
+{
+  // comes later
+}
+
+void
+FlyingPlatform::collision(void *p_c_object, int c_object, CollisionType type)
+{
+(void) p_c_object;
+(void) type;
+
+//  Player* pplayer_c = NULL;
+  switch (c_object)
+  {
+    case CO_PLAYER:
+//      pplayer_c = (Player*) p_c_object;
+      move = true;
+
+      break;
+
+    default:
+      break;
+    
+  }
+}
+
+Sprite *img_smoke_cloud;
 
+SmokeCloud::SmokeCloud(const Vector& pos)
+  : position(pos)
+{
+  timer.start(300);
+}
+
+void
+SmokeCloud::action(float elapsed_time)
+{
+  position.y -= 1.2 * elapsed_time;
+
+  if(!timer.check())
+    remove_me();
+}
+
+void
+SmokeCloud::draw(DrawingContext& context)
+{
+  img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
+}
+
+Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
+  : color(color_), size(size_), vel(velocity), accel(acceleration)
+{
+  timer.start(life_time);
+
+  // create particles
+  for(int p = 0; p < number; p++)
+    {
+    Particle* particle = new Particle;
+    particle->pos = epicenter;
+    particle->angle = (rand() % 360) * (M_PI / 180);  // in radius
+
+    particles.push_back(particle);
+    }
+}
+
+Particles::~Particles()
+{
+  // free particles
+  for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+    delete (*i);
+}
+
+void
+Particles::action(float elapsed_time)
+{
+  vel.x += accel.x * elapsed_time;
+  vel.y += accel.y * elapsed_time;
+
+  // update particles
+  for(int p = 0; p < particles.size(); p++)
+    {
+    particles[p]->pos.x += sin(particles[p]->angle) * vel.x * elapsed_time;
+    particles[p]->pos.y += cos(particles[p]->angle) * vel.y * elapsed_time;
+    }
+
+  if(!timer.check())
+    remove_me();
+}
+
+void
+Particles::draw(DrawingContext& context)
+{
+  // draw particles
+  for(int p = 0; p < particles.size(); p++)
+    {
+    context.draw_filled_rect(particles[p]->pos, Vector(size,size), color, LAYER_OBJECTS+10);
+    }
+}
+
+void load_object_gfx()
+{
+  img_trampoline = sprite_manager->load("trampoline");
+  img_trampoline->start_animation(0);
+  img_flying_platform = sprite_manager->load("flying_platform");
+  img_smoke_cloud = sprite_manager->load("stomp");
+}