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jj2levelframe.cpp
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jj2levelframe.cpp
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/**
*
* @file jj2levelframe.cpp
*
* Part of the OpenJazz project
*
* @par History:
* - 23rd August 2005: Created level.c
* - 3rd February 2009: Renamed level.c to level.cpp
* - 19th July 2009: Created levelframe.cpp from parts of level.cpp
* - 29th June 2010: Created jj2levelframe.cpp from parts of levelframe.cpp
* - 30th June 2010: Created jj2layer.cpp from parts of jj2levelframe.cpp
*
* @par Licence:
* Copyright (c) 2005-2012 Alister Thomson
*
* OpenJazz is distributed under the terms of
* the GNU General Public License, version 2.0
*
* @par Description:
* Provides the once-per-frame functions for levels.
*
*/
#include "jj2event/jj2event.h"
#include "jj2level.h"
#include "jj2levelplayer/jj2levelplayer.h"
#include "game/game.h"
#include "game/gamemode.h"
#include "io/controls.h"
#include "io/gfx/font.h"
#include "io/gfx/video.h"
#include "util.h"
/**
* JJ2 level iteration.
*
* @return Error code
*/
int JJ2Level::step () {
int x;
int msps;
// Milliseconds per step
msps = T_STEP;
// Determine the players' trajectories
for (x = 0; x < nPlayers; x++) players[x].getJJ2LevelPlayer()->control(ticks, msps);
// Process events
if (events) events = events->step(ticks, msps);
// Apply as much of those trajectories as possible, without going into the
// scenery
for (x = 0; x < nPlayers; x++) players[x].getJJ2LevelPlayer()->move(ticks, msps);
// Handle change in water level
if (waterLevel < waterLevelTarget) waterLevelSpeed += 100 * msps;
else waterLevelSpeed -= 100 * msps;
if (waterLevelSpeed > 40000) waterLevelSpeed = 40000;
if (waterLevelSpeed < -40000) waterLevelSpeed = -40000;
waterLevel += (waterLevelSpeed * msps) >> 10;
// Handle player reactions
for (x = 0; x < nPlayers; x++) {
if (players[x].getJJ2LevelPlayer()->reacted(ticks) == JJ2PR_KILLED) {
if (!multiplayer) return LOST;
game->resetPlayer(players + x);
}
}
return E_NONE;
}
/**
* Draw the JJ2 level.
*/
void JJ2Level::draw () {
int width, height;
int x, y;
unsigned int change;
width = layer->getWidth();
height = layer->getHeight();
// Calculate change since last step
change = getTimeChange();
// Calculate viewport
if (game && (stage == LS_END)) game->view(paused? 0: ((ticks - prevTicks) * 160));
else localPlayer->getJJ2LevelPlayer()->view(ticks, paused? 0: (ticks - prevTicks), change);
// Ensure the new viewport is within the level
if (FTOI(viewX) + canvasW >= TTOI(width)) viewX = ITOF(TTOI(width) - canvasW);
if (viewX < 0) viewX = 0;
if (FTOI(viewY) + canvasH >= TTOI(height)) viewY = ITOF(TTOI(height) - canvasH);
if (viewY < 0) viewY = 0;
// Show background layers
for (x = 7; x >= 3; x--) layers[x]->draw(tileSet, flippedTileSet);
// Show the events
if (events) events->draw(ticks, change);
// Show the players
for (x = 0; x < nPlayers; x++) players[x].getJJ2LevelPlayer()->draw(ticks, change);
// Show foreground layers
for (x = 2; x >= 0; x--) layers[x]->draw(tileSet, flippedTileSet);
// Temporary lines showing the water level
drawRect(0, FTOI(waterLevel - viewY), canvasW, 2, 72);
drawRect(0, FTOI(waterLevel - viewY) + 3, canvasW, 1, 72);
drawRect(0, FTOI(waterLevel - viewY) + 6, canvasW, 1, 72);
drawRect(0, FTOI(waterLevel - viewY) + 10, canvasW, 1, 72);
// Black-out areas outside the level (for high resolutions)
if (TTOI(layers[3]->getWidth()) - FTOI(viewX) < canvasW)
drawRect(TTOI(layers[3]->getWidth()) - FTOI(viewX), 0,
canvasW, canvasH, JJ2_BLACK);
if (TTOI(layers[3]->getHeight()) - FTOI(viewY) < canvasH)
drawRect(0, TTOI(layers[3]->getHeight()) - FTOI(viewY),
TTOI(layers[3]->getWidth()) - FTOI(viewX), canvasH, JJ2_BLACK);
// Show "panel" data
// Show score
if (multiplayer) game->getMode()->drawScore(font);
else panelSmallFont->showNumber(localPlayer->getScore(), 64, 8);
// Draw hearts
x = localPlayer->getJJ2LevelPlayer()->getEnergy();
for (y = 1; y <= x; y++) {
drawRect(canvasW - (y * 12), 4, 8, 8, 48);
}
// Show lives
panelSmallFont->showNumber(localPlayer->getLives(), 16, canvasH - 16);
// Show ammo
if (localPlayer->getAmmoType() == -1) {
panelSmallFont->showString(":", canvasW - 24, canvasH - 16);
panelSmallFont->showString(";", canvasW - 16, canvasH - 16);
panelSmallFont->setPalette(palette);
} else panelSmallFont->showNumber(localPlayer->getAmmo(), canvasW - 8, canvasH - 16);
return;
}