- added new extro background
[supertux.git] / src / world.cpp
index 632800a..fb9d49b 100644 (file)
@@ -1,15 +1,27 @@
+//  $Id$
+// 
+//  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
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+//  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.
 //
+//  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 "globals.h"
 #include "screen.h"
 #include "defines.h"
 #include "world.h"
+#include "level.h"
+#include "tile.h"
+#include "resources.h"
 
-texture_type img_distro[4];
+Surface* img_distro[4];
 
-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;
-}
+World* World::current_ = 0;
 
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+World::World(const std::string& filename)
 {
-      pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+  // FIXME: Move this to action and draw and everywhere else where the
+  // world calls child functions
+  current_ = this;
+
+  level = new Level(filename);
+  tux.init();
 
-      pbouncy_distro->base.ym += 0.1 * frame_ratio;
+  set_defaults();
 
-      if (pbouncy_distro->base.ym >= 0)
-       bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
+  get_level()->load_gfx();
+  activate_bad_guys();
+  activate_particle_systems();
+  get_level()->load_song();
+
+  apply_bonuses();
 }
 
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+World::World(const std::string& subset, int level_nr)
 {
-      texture_draw(&img_distro[0],
-                   pbouncy_distro->base.x - scroll_x,
-                   pbouncy_distro->base.y);
+  // FIXME: Move this to action and draw and everywhere else where the
+  // world calls child functions
+  current_ = this;
+
+  level = new Level(subset, level_nr);
+  tux.init();
+
+  set_defaults();
+
+  get_level()->load_gfx();
+  activate_bad_guys();
+  activate_particle_systems();
+  get_level()->load_song();
+
+  apply_bonuses();
 }
 
-void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
+void
+World::apply_bonuses()
 {
-  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);
+  // Apply bonuses from former levels
+  switch (player_status.bonus)
+    {
+    case PlayerStatus::NO_BONUS:
+      break;
+
+    case PlayerStatus::FLOWER_BONUS:
+      tux.got_coffee = true;
+      // fall through
+
+    case PlayerStatus::GROWUP_BONUS:
+      // FIXME: Move this to Player class
+      tux.size = BIG;
+      tux.base.height = 64;
+      tux.base.y -= 32;
+      break;
+    }
 }
 
-void broken_brick_action(broken_brick_type* pbroken_brick)
+World::~World()
 {
-      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;
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    delete *i;
 
-      if (!timer_check(&pbroken_brick->timer))
-        broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+  for (ParticleSystems::iterator i = particle_systems.begin();
+          i != particle_systems.end(); ++i)
+    delete *i;
+  
+  delete level;
 }
 
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+World::set_defaults()
 {
-SDL_Rect src, dest;
-      src.x = rand() % 16;
-      src.y = rand() % 16;
-      src.w = 16;
-      src.h = 16;
+  // Set defaults: 
+  scroll_x = 0;
 
-      dest.x = (int)(pbroken_brick->base.x - scroll_x);
-      dest.y = (int)pbroken_brick->base.y;
-      dest.w = 16;
-      dest.h = 16;
+  player_status.score_multiplier = 1;
 
-      texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+  counting_distros = false;
+  distro_counter = 0;
+
+  /* set current song/music */
+  currentmusic = LEVEL_MUSIC;
+}
+
+void
+World::activate_bad_guys()
+{
+  for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
+       i != level->badguy_data.end();
+       ++i)
+    {
+      add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
+    }
 }
 
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+void
+World::activate_particle_systems()
 {
-  pbouncy_brick->base.x = x;
-  pbouncy_brick->base.y = y;
-  pbouncy_brick->offset = 0;
-  pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
-  pbouncy_brick->shape = shape(x, y);
+  if (level->particle_system == "clouds")
+    {
+      particle_systems.push_back(new CloudParticleSystem);
+    }
+  else if (level->particle_system == "snow")
+    {
+      particle_systems.push_back(new SnowParticleSystem);
+    }
+  else if (level->particle_system != "")
+    {
+      st_abort("unknown particle system specified in level", "");
+    }
 }
 
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+void
+World::draw()
 {
+  int y,x;
 
-      pbouncy_brick->offset = (pbouncy_brick->offset +
-                               pbouncy_brick->offset_m * frame_ratio);
+  /* Draw the real background */
+  if(get_level()->bkgd_image[0] != '\0')
+    {
+      int s = ((int)scroll_x / 2)%640;
+      level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
+      level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
+    }
+  else
+    {
+      drawgradient(level->bkgd_top, level->bkgd_bottom);
+    }
+    
+  /* 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);
+    }
 
-      /* Go back down? */
+  /* Draw background: */
+  for (y = 0; y < 15; ++y)
+    {
+      for (x = 0; x < 21; ++x)
+        {
+          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+                     level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+        }
+    }
 
-      if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
-        pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+  /* Draw interactive tiles: */
+  for (y = 0; y < 15; ++y)
+    {
+      for (x = 0; x < 21; ++x)
+        {
+          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+                     level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+        }
+    }
 
+  /* (Bouncy bricks): */
+  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
+    bouncy_bricks[i].draw();
 
-      /* Stop bouncing? */
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->draw();
 
-      if (pbouncy_brick->offset >= 0)
-        bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+  tux.draw();
+
+  for (unsigned int i = 0; i < bullets.size(); ++i)
+    bullets[i].draw();
+
+  for (unsigned int i = 0; i < floating_scores.size(); ++i)
+    floating_scores[i].draw();
+
+  for (unsigned int i = 0; i < upgrades.size(); ++i)
+    upgrades[i].draw();
+
+  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
+    bouncy_distros[i].draw();
+
+  for (unsigned int i = 0; i < broken_bricks.size(); ++i)
+    broken_bricks[i].draw();
+
+  /* Draw foreground: */
+  for (y = 0; y < 15; ++y)
+    {
+      for (x = 0; x < 21; ++x)
+        {
+          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+                     level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+        }
+    }
+
+  /* Draw particle systems (foreground) */
+  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+    {
+      (*p)->draw(scroll_x, 0, 1);
+    }
 }
 
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+void
+World::action(double frame_ratio)
 {
-  int s;
-  SDL_Rect dest;
+  tux.action(frame_ratio);
+
+  /* Handle bouncy distros: */
+  for (unsigned int i = 0; i < bouncy_distros.size(); i++)
+    bouncy_distros[i].action(frame_ratio);
+
+  /* Handle broken bricks: */
+  for (unsigned int i = 0; i < broken_bricks.size(); i++)
+    broken_bricks[i].action(frame_ratio);
+
+  /* Handle distro counting: */
+  if (counting_distros)
+    {
+      distro_counter--;
+
+      if (distro_counter <= 0)
+        counting_distros = -1;
+    }
+
+  // Handle all kinds of game objects
+  for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
+    bouncy_bricks[i].action(frame_ratio);
   
-      if (pbouncy_brick->base.x >= scroll_x - 32 &&
-          pbouncy_brick->base.x <= scroll_x + screen->w)
+  for (unsigned int i = 0; i < floating_scores.size(); i++)
+    floating_scores[i].action(frame_ratio);
+
+  for (unsigned int i = 0; i < bullets.size(); ++i)
+    bullets[i].action(frame_ratio);
+  
+  for (unsigned int i = 0; i < upgrades.size(); i++)
+    upgrades[i].action(frame_ratio);
+
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->action(frame_ratio);
+
+  /* update particle systems */
+  std::vector<ParticleSystem*>::iterator p;
+  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+    {
+      (*p)->simulate(frame_ratio);
+    }
+
+  /* Handle all possible collisions. */
+  collision_handler();
+  
+  // Cleanup marked badguys
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
+      /* ++i handled at end of the loop */) {
+    if ((*i)->is_removable()) {
+      delete *i;
+      i = bad_guys.erase(i);
+    } else {
+      ++i;
+    }
+  }
+}
+
+void
+World::collision_handler()
+{
+  // 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.
+              // collide with bad_guy first, since bullet_collision will
+              // delete the bullet
+              (*j)->collision(0, CO_BULLET);
+              bullets[i].collision(CO_BADGUY);
+              break; // bullet is invalid now, so break
+            }
+        }
+    }
+
+  /* CO_BADGUY & CO_BADGUY check */
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    {
+      if((*i)->dying != DYING_NOT)
+        continue;
+      
+      BadGuys::iterator j = i;
+      ++j;
+      for (; j != bad_guys.end(); ++j)
         {
-          dest.x = (int)(pbouncy_brick->base.x - scroll_x);
-          dest.y = (int)pbouncy_brick->base.y;
-          dest.w = 32;
-          dest.h = 32;
+          if(j == i || (*j)->dying != DYING_NOT)
+            continue;
 
-          if(current_level.bkgd_image[0] == '\0')
+          if(rectcollision((*i)->base, (*j)->base))
             {
-              fillrect(pbouncy_brick->base.x - scroll_x,pbouncy_brick->base.y,32,32,current_level.bkgd_red,current_level.bkgd_green,
-                       current_level.bkgd_blue,0);
+              // 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);
+            }
+        }
+    }
+
+  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)
+            {
+              (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
             }
           else
             {
-              s = (int)scroll_x / 30;
-              texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h);
+              tux.collision(*i, CO_BADGUY);
+              (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
             }
+        }
+    }
 
-          drawshape(pbouncy_brick->base.x - scroll_x,
-                    pbouncy_brick->base.y + pbouncy_brick->offset,
-                    pbouncy_brick->shape);
+  // 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);
         }
+    }
 }
 
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
+void
+World::add_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;
+  player_status.score += s;
+
+  FloatingScore new_floating_score;
+  new_floating_score.init(x,y,s);
+  floating_scores.push_back(new_floating_score);
 }
 
-void floating_score_action(floating_score_type* pfloating_score)
+void
+World::add_bouncy_distro(float x, float y)
 {
-      pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+  BouncyDistro new_bouncy_distro;
+  new_bouncy_distro.init(x,y);
+  bouncy_distros.push_back(new_bouncy_distro);
+}
 
-      if(!timer_check(&pfloating_score->timer))
-        floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+void
+World::add_broken_brick(Tile* tile, float x, float y)
+{
+  add_broken_brick_piece(tile, x, y, -1, -4);
+  add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
+
+  add_broken_brick_piece(tile, x + 16, y, 1, -4);
+  add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+}
+
+void
+World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
+{
+  BrokenBrick new_broken_brick;
+  new_broken_brick.init(tile, x, y, xm, ym);
+  broken_bricks.push_back(new_broken_brick);
+}
+
+void
+World::add_bouncy_brick(float x, float y)
+{
+  BouncyBrick new_bouncy_brick;
+  new_bouncy_brick.init(x,y);
+  bouncy_bricks.push_back(new_bouncy_brick);
+}
+
+BadGuy*
+World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+{
+  BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
+  bad_guys.push_back(badguy);
+  return badguy;
+}
+
+void
+World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+{
+  Upgrade new_upgrade;
+  new_upgrade.init(x,y,dir,kind);
+  upgrades.push_back(new_upgrade);
+}
+
+void 
+World::add_bullet(float x, float y, float xm, Direction dir)
+{
+  if(bullets.size() > MAX_BULLETS-1)
+    return;
+
+  Bullet new_bullet;
+  new_bullet.init(x,y,xm,dir);
+  bullets.push_back(new_bullet);
+  
+  play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+}
+
+void
+World::play_music(int musictype)
+{
+  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;
+  }
+}
+
+int
+World::get_music_type()
+{
+  return currentmusic;
+}
+
+/* Break a brick: */
+void
+World::trybreakbrick(float x, float y, bool small)
+{
+  Level* plevel = get_level();
+  
+  Tile* tile = gettile(x, y);
+  if (tile->brick)
+    {
+      if (tile->data > 0)
+        {
+          /* Get a distro from it: */
+          add_bouncy_distro(((int)(x + 1) / 32) * 32,
+                                  (int)(y / 32) * 32);
+
+          if (!counting_distros)
+            {
+              counting_distros = true;
+              distro_counter = 50;
+            }
+
+          if (distro_counter <= 0)
+            plevel->change(x, y, TM_IA, tile->next_tile);
+
+          play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+          player_status.score = player_status.score + SCORE_DISTRO;
+          player_status.distros++;
+        }
+      else if (!small)
+        {
+          /* Get rid of it: */
+          plevel->change(x, y, TM_IA, tile->next_tile);
+          
+          /* Replace it with broken bits: */
+          add_broken_brick(tile, 
+                                 ((int)(x + 1) / 32) * 32,
+                                 (int)(y / 32) * 32);
+          
+          /* Get some score: */
+          play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+          player_status.score = player_status.score + SCORE_BRICK;
+        }
+    }
+}
+
+/* Empty a box: */
+void
+World::tryemptybox(float x, float y, Direction col_side)
+{
+  Tile* tile = gettile(x,y);
+  if (!tile->fullbox)
+    return;
+
+  // according to the collision side, set the upgrade direction
+  if(col_side == LEFT)
+    col_side = RIGHT;
+  else
+    col_side = LEFT;
+
+  int posx = ((int)(x+1) / 32) * 32;
+  int posy = (int)(y/32) * 32 - 32;
+  switch(tile->data)
+    {
+    case 1: // Box with a distro!
+      add_bouncy_distro(posx, posy);
+      play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+      player_status.score = player_status.score + SCORE_DISTRO;
+      player_status.distros++;
+      break;
+
+    case 2: // Add an upgrade!
+      if (tux.size == SMALL)     /* Tux is small, add mints! */
+        add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+      else     /* Tux is big, add an iceflower: */
+        add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+      play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+      break;
+
+    case 3: // Add a golden herring
+      add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+      break;
+
+    case 4: // Add a 1up extra
+      add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+      break;
+    default:
+      break;
+    }
+
+  /* Empty the box: */
+  level->change(x, y, TM_IA, tile->next_tile);
 }
 
-void floating_score_draw(floating_score_type* pfloating_score)
+/* Try to grab a distro: */
+void
+World::trygrabdistro(float x, float y, int bounciness)
 {
-      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);
+  Tile* tile = gettile(x, y);
+  if (tile && tile->distro)
+    {
+      level->change(x, y, TM_IA, tile->next_tile);
+      play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+
+      if (bounciness == BOUNCE)
+        {
+          add_bouncy_distro(((int)(x + 1) / 32) * 32,
+                                  (int)(y / 32) * 32);
+        }
+
+      player_status.score = player_status.score + SCORE_DISTRO;
+      player_status.distros++;
+    }
 }
 
+/* Try to bump a bad guy from below: */
+void
+World::trybumpbadguy(float x, float y)
+{
+  // Bad guys: 
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    {
+      if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
+          (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
+        {
+          (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
+        }
+    }
+
+  // Upgrades:
+  for (unsigned int i = 0; i < upgrades.size(); i++)
+    {
+      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)
+        {
+          upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+        }
+    }
+}
+
+/* EOF */
+