3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "app/globals.h"
31 #include "utils/lispreader.h"
34 #include "background.h"
35 #include "particlesystem.h"
38 #include "audio/sound_manager.h"
40 #include "resources.h"
41 #include "statistics.h"
42 #include "special/collision.h"
43 #include "math/rectangle.h"
44 #include "math/aatriangle.h"
45 #include "object/coin.h"
46 #include "object/block.h"
47 #include "object/invisible_block.h"
48 #include "object/platform.h"
49 #include "trigger/door.h"
50 #include "object/bullet.h"
51 #include "badguy/jumpy.h"
52 #include "badguy/snowball.h"
53 #include "badguy/bouncing_snowball.h"
54 #include "badguy/flame.h"
55 #include "badguy/mriceblock.h"
56 #include "badguy/mrbomb.h"
57 #include "trigger/sequence_trigger.h"
59 Sector* Sector::_current = 0;
62 : gravity(10), player(0), solids(0), background(0), camera(0),
63 currentmusic(LEVEL_MUSIC)
65 song_title = "Mortimers_chipdisko.mod";
66 player = new Player();
72 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
77 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
85 Sector *Sector::create(const std::string& name, size_t width, size_t height)
87 Sector *sector = new Sector;
89 TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
90 TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
91 TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
92 sector->add_object(background);
93 sector->add_object(interactive);
94 sector->add_object(foreground);
95 sector->solids = interactive;
96 sector->camera = new Camera(sector);
97 sector->add_object(sector->camera);
98 sector->update_game_objects();
103 Sector::parseObject(const std::string& name, LispReader& reader)
105 if(name == "background") {
106 background = new Background(reader);
108 } else if(name == "camera") {
110 std::cerr << "Warning: More than 1 camera defined in sector.\n";
113 camera = new Camera(this);
114 camera->read(reader);
116 } else if(name == "tilemap") {
117 TileMap* tilemap = new TileMap(reader);
119 if(tilemap->is_solid()) {
121 std::cerr << "Warning multiple solid tilemaps in sector.\n";
128 } else if(name == "particles-snow") {
129 SnowParticleSystem* partsys = new SnowParticleSystem();
130 partsys->parse(reader);
132 } else if(name == "particles-clouds") {
133 CloudParticleSystem* partsys = new CloudParticleSystem();
134 partsys->parse(reader);
136 } else if(name == "door") {
137 return new Door(reader);
138 } else if(name == "platform") {
139 return new Platform(reader);
140 } else if(name == "jumpy" || name == "money") {
141 return new Jumpy(reader);
142 } else if(name == "snowball") {
143 return new SnowBall(reader);
144 } else if(name == "bouncingsnowball") {
145 return new BouncingSnowball(reader);
146 } else if(name == "flame") {
147 return new Flame(reader);
148 } else if(name == "mriceblock") {
149 return new MrIceBlock(reader);
150 } else if(name == "mrbomb") {
151 return new MrBomb(reader);
154 else if(badguykind_from_string(name) != BAD_INVALID) {
155 return new BadGuy(badguykind_from_string(name), reader);
156 } else if(name == "trampoline") {
157 return new Trampoline(reader);
158 } else if(name == "flying-platform") {
159 return new FlyingPlatform(reader);
162 std::cerr << "Unknown object type '" << name << "'.\n";
167 Sector::parse(LispReader& lispreader)
171 for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
172 cur = lisp_cdr(cur)) {
173 std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
174 // FIXME: doesn't handle empty data
175 lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
176 LispReader reader(lisp_cdr(lisp_car(cur)));
178 if(token == "name") {
179 name = lisp_string(data);
180 } else if(token == "gravity") {
181 gravity = lisp_real(data);
182 } else if(token == "music") {
183 song_title = lisp_string(data);
185 } else if(token == "spawn-points") {
186 SpawnPoint* sp = new SpawnPoint;
187 reader.read_string("name", sp->name);
188 reader.read_float("x", sp->pos.x);
189 reader.read_float("y", sp->pos.y);
190 spawnpoints.push_back(sp);
192 GameObject* object = parseObject(token, reader);
200 std::cerr << "sector '" << name << "' does not contain a camera.\n";
201 camera = new Camera(this);
205 throw std::runtime_error("sector does not contain a solid tile layer.");
209 Sector::parse_old_format(LispReader& reader)
214 reader.read_float("gravity", gravity);
216 std::string backgroundimage;
217 reader.read_string("background", backgroundimage);
219 reader.read_float("bkgd_speed", bgspeed);
222 Color bkgd_top, bkgd_bottom;
223 int r = 0, g = 0, b = 128;
224 reader.read_int("bkgd_red_top", r);
225 reader.read_int("bkgd_green_top", g);
226 reader.read_int("bkgd_blue_top", b);
231 reader.read_int("bkgd_red_bottom", r);
232 reader.read_int("bkgd_green_bottom", g);
233 reader.read_int("bkgd_blue_bottom", b);
235 bkgd_bottom.green = g;
236 bkgd_bottom.blue = b;
238 if(backgroundimage != "") {
239 background = new Background;
240 background->set_image(backgroundimage, bgspeed);
241 add_object(background);
243 background = new Background;
244 background->set_gradient(bkgd_top, bkgd_bottom);
245 add_object(background);
248 std::string particlesystem;
249 reader.read_string("particle_system", particlesystem);
250 if(particlesystem == "clouds")
251 add_object(new CloudParticleSystem());
252 else if(particlesystem == "snow")
253 add_object(new SnowParticleSystem());
255 Vector startpos(100, 170);
256 reader.read_float("start_pos_x", startpos.x);
257 reader.read_float("start_pos_y", startpos.y);
259 SpawnPoint* spawn = new SpawnPoint;
260 spawn->pos = startpos;
261 spawn->name = "main";
262 spawnpoints.push_back(spawn);
264 song_title = "Mortimers_chipdisko.mod";
265 reader.read_string("music", song_title);
268 int width, height = 15;
269 reader.read_int("width", width);
270 reader.read_int("height", height);
272 std::vector<unsigned int> tiles;
273 if(reader.read_int_vector("interactive-tm", tiles)
274 || reader.read_int_vector("tilemap", tiles)) {
275 TileMap* tilemap = new TileMap();
276 tilemap->set(width, height, tiles, LAYER_TILES, true);
283 if(reader.read_int_vector("background-tm", tiles)) {
284 TileMap* tilemap = new TileMap();
285 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
289 if(reader.read_int_vector("foreground-tm", tiles)) {
290 TileMap* tilemap = new TileMap();
291 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
295 // read reset-points (now spawn-points)
297 lisp_object_t* cur = 0;
298 if(reader.read_lisp("reset-points", cur)) {
299 while(!lisp_nil_p(cur)) {
300 lisp_object_t* data = lisp_car(cur);
301 LispReader reader(lisp_cdr(data));
304 if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
306 SpawnPoint* sp = new SpawnPoint;
309 spawnpoints.push_back(sp);
319 lisp_object_t* cur = 0;
320 if(reader.read_lisp("objects", cur)) {
321 while(!lisp_nil_p(cur)) {
322 lisp_object_t* data = lisp_car(cur);
323 std::string object_type = lisp_symbol(lisp_car(data));
325 LispReader reader(lisp_cdr(data));
327 GameObject* object = parseObject(object_type, reader);
331 std::cerr << "Unknown object '" << object_type << "' in level.\n";
340 camera = new Camera(this);
345 Sector::fix_old_tiles()
348 for(size_t x=0; x < solids->get_width(); ++x) {
349 for(size_t y=0; y < solids->get_height(); ++y) {
350 const Tile* tile = solids->get_tile(x, y);
351 Vector pos(x*32, y*32);
353 if(tile->id == 112) {
354 add_object(new InvisibleBlock(pos));
355 solids->change(x, y, 0);
356 } else if(tile->attributes & Tile::COIN) {
357 add_object(new Coin(pos));
358 solids->change(x, y, 0);
359 } else if(tile->attributes & Tile::FULLBOX) {
360 add_object(new BonusBlock(pos, tile->data));
361 solids->change(x, y, 0);
362 } else if(tile->attributes & Tile::BRICK) {
363 add_object(new Brick(pos, tile->data));
364 solids->change(x, y, 0);
365 } else if(tile->attributes & Tile::GOAL) {
366 add_object(new SequenceTrigger(pos, "endsequence"));
367 solids->change(x, y, 0);
374 Sector::write(LispWriter& writer)
376 writer.write_string("name", name);
377 writer.write_float("gravity", gravity);
378 writer.write_string("music", song_title);
381 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
383 SpawnPoint* spawn = *i;
384 writer.start_list("spawn-points");
385 writer.write_string("name", spawn->name);
386 writer.write_float("x", spawn->pos.x);
387 writer.write_float("y", spawn->pos.y);
388 writer.end_list("spawn-points");
392 for(GameObjects::iterator i = gameobjects.begin();
393 i != gameobjects.end(); ++i) {
394 Serializable* serializable = dynamic_cast<Serializable*> (*i);
396 serializable->write(writer);
401 Sector::do_vertical_flip()
403 // remove or fix later
405 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
407 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
410 tilemap->do_vertical_flip();
413 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
415 badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
416 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
418 trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
419 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
421 flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
422 Door* door = dynamic_cast<Door*> (*i);
424 door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
427 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
429 SpawnPoint* spawn = *i;
430 spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
436 Sector::add_object(GameObject* object)
438 // make sure the object isn't already in the list
440 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
443 assert("object already added to sector" == 0);
446 for(GameObjects::iterator i = gameobjects_new.begin();
447 i != gameobjects_new.end(); ++i) {
449 assert("object already added to sector" == 0);
454 gameobjects_new.push_back(object);
458 Sector::activate(const std::string& spawnpoint)
462 // Apply bonuses from former levels
463 switch (player_status.bonus)
465 case PlayerStatus::NO_BONUS:
468 case PlayerStatus::FLOWER_BONUS:
469 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
472 case PlayerStatus::GROWUP_BONUS:
478 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
480 if((*i)->name == spawnpoint) {
486 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
488 player->move(sp->pos);
491 camera->reset(player->get_pos());
495 Sector::get_best_spawn_point(Vector pos)
497 Vector best_reset_point = Vector(-1,-1);
499 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
501 if((*i)->name != "main")
503 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
504 best_reset_point = (*i)->pos;
507 return best_reset_point;
511 Sector::action(float elapsed_time)
513 player->check_bounds(camera);
516 for(GameObjects::iterator i = gameobjects.begin();
517 i != gameobjects.end(); ++i) {
518 GameObject* object = *i;
519 if(!object->is_valid())
522 object->action(elapsed_time);
525 /* Handle all possible collisions. */
528 update_game_objects();
532 Sector::update_game_objects()
534 /** cleanup marked objects */
535 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
536 i != gameobjects.end(); /* nothing */) {
537 if((*i)->is_valid() == false) {
538 Bullet* bullet = dynamic_cast<Bullet*> (*i);
541 std::remove(bullets.begin(), bullets.end(), bullet),
545 InteractiveObject* interactive_object =
546 dynamic_cast<InteractiveObject*> (*i);
547 if(interactive_object) {
548 interactive_objects.erase(
549 std::remove(interactive_objects.begin(), interactive_objects.end(),
550 interactive_object), interactive_objects.end());
554 i = gameobjects.erase(i);
560 /* add newly created objects */
561 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
562 i != gameobjects_new.end(); ++i)
564 Bullet* bullet = dynamic_cast<Bullet*> (*i);
566 bullets.push_back(bullet);
568 InteractiveObject* interactive_object
569 = dynamic_cast<InteractiveObject*> (*i);
570 if(interactive_object)
571 interactive_objects.push_back(interactive_object);
574 gameobjects.push_back(*i);
576 gameobjects_new.clear();
580 Sector::draw(DrawingContext& context)
582 context.push_transform();
583 context.set_translation(camera->get_translation());
585 for(GameObjects::iterator i = gameobjects.begin();
586 i != gameobjects.end(); ++i) {
587 GameObject* object = *i;
588 if(!object->is_valid())
591 object->draw(context);
594 context.pop_transform();
598 Sector::collision_tilemap(MovingObject* object, int depth)
602 std::cout << "Max collision depth reached.\n";
604 object->movement = Vector(0, 0);
608 // calculate rectangle where the object will move
610 if(object->get_movement().x >= 0) {
611 x1 = object->get_pos().x;
612 x2 = object->get_bbox().p2.x + object->get_movement().x;
614 x1 = object->get_pos().x + object->get_movement().x;
615 x2 = object->get_bbox().p2.x;
618 if(object->get_movement().y >= 0) {
619 y1 = object->get_pos().y;
620 y2 = object->get_bbox().p2.y + object->get_movement().y;
622 y1 = object->get_pos().y + object->get_movement().y;
623 y2 = object->get_bbox().p2.y;
626 // test with all tiles in this rectangle
627 int starttilex = int(x1-1) / 32;
628 int starttiley = int(y1-1) / 32;
629 int max_x = int(x2+1);
630 int max_y = int(y2+1);
632 CollisionHit temphit, hit;
633 Rectangle dest = object->get_bbox();
634 dest.move(object->movement);
636 for(int x = starttilex; x*32 < max_x; ++x) {
637 for(int y = starttiley; y*32 < max_y; ++y) {
638 const Tile* tile = solids->get_tile(x, y);
641 if(!(tile->attributes & Tile::SOLID))
643 if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
646 if(tile->attributes & Tile::SLOPE) { // slope tile
648 Vector p1(x*32, y*32);
649 Vector p2((x+1)*32, (y+1)*32);
652 triangle = AATriangle(p1, p2, AATriangle::SOUTHWEST);
655 triangle = AATriangle(p1, p2, AATriangle::NORTHEAST);
658 triangle = AATriangle(p1, p2, AATriangle::SOUTHEAST);
661 triangle = AATriangle(p1, p2, AATriangle::NORTHWEST);
664 printf("Invalid slope angle in tile %d !\n", tile->id);
668 if(Collision::rectangle_aatriangle(temphit, dest, triangle)) {
669 if(temphit.depth > hit.depth)
672 } else { // normal rectangular tile
673 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
674 if(Collision::rectangle_rectangle(temphit, dest, rect)) {
675 if(temphit.depth > hit.depth)
682 // did we collide at all?
686 // call collision function
687 HitResponse response = object->collision(*solids, hit);
688 if(response == ABORT_MOVE) {
689 object->movement = Vector(0, 0);
692 if(response == FORCE_MOVE) {
695 // move out of collision and try again
696 object->movement += hit.normal * (hit.depth + .001);
697 collision_tilemap(object, depth+1);
701 Sector::collision_object(MovingObject* object1, MovingObject* object2)
704 Rectangle dest1 = object1->get_bbox();
705 dest1.move(object1->get_movement());
706 Rectangle dest2 = object2->get_bbox();
707 dest2.move(object2->get_movement());
708 if(Collision::rectangle_rectangle(hit, dest1, dest2)) {
709 HitResponse response = object1->collision(*object2, hit);
710 if(response == ABORT_MOVE) {
711 object1->movement = Vector(0, 0);
712 } else if(response == CONTINUE) {
713 object1->movement += hit.normal * (hit.depth/2 + .001);
716 response = object2->collision(*object1, hit);
717 if(response == ABORT_MOVE) {
718 object2->movement = Vector(0, 0);
719 } else if(response == CONTINUE) {
720 object2->movement += hit.normal * (hit.depth/2 + .001);
726 Sector::collision_handler()
728 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
729 i != gameobjects.end(); ++i) {
730 GameObject* gameobject = *i;
731 if(!gameobject->is_valid()
732 || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET)
734 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
738 // collision with tilemap
739 if(! (movingobject->movement == Vector(0, 0)))
740 collision_tilemap(movingobject, 0);
742 // collision with other objects
743 for(std::vector<GameObject*>::iterator i2 = i+1;
744 i2 != gameobjects.end(); ++i2) {
745 GameObject* other_object = *i2;
746 if(!other_object->is_valid()
747 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
749 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
753 collision_object(movingobject, movingobject2);
756 movingobject->bbox.move(movingobject->get_movement());
757 movingobject->movement = Vector(0, 0);
762 Sector::add_score(const Vector& pos, int s)
764 global_stats.add_points(SCORE_STAT, s);
766 add_object(new FloatingText(pos, s));
770 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
772 if(player->got_power == Player::FIRE_POWER) {
773 if(bullets.size() > MAX_FIRE_BULLETS-1)
775 } else if(player->got_power == Player::ICE_POWER) {
776 if(bullets.size() > MAX_ICE_BULLETS-1)
780 Bullet* new_bullet = 0;
781 if(player->got_power == Player::FIRE_POWER)
782 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
783 else if(player->got_power == Player::ICE_POWER)
784 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
786 throw std::runtime_error("wrong bullet type.");
787 add_object(new_bullet);
789 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
795 Sector::add_smoke_cloud(const Vector& pos)
797 add_object(new SmokeCloud(pos));
802 Sector::add_floating_text(const Vector& pos, const std::string& text)
804 add_object(new FloatingText(pos, text));
813 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
815 song_path = (char *) malloc(sizeof(char) * datadir.length() +
816 strlen(song_title.c_str()) + 8 + 5);
817 song_subtitle = strdup(song_title.c_str());
818 strcpy(strstr(song_subtitle, "."), "\0");
819 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
820 song_subtitle, strstr(song_title.c_str(), "."));
821 if(!SoundManager::get()->exists_music(song_path)) {
822 level_song_fast = level_song;
824 level_song_fast = SoundManager::get()->load_music(song_path);
831 Sector::play_music(int type)
834 switch(currentmusic) {
836 SoundManager::get()->play_music(level_song_fast);
839 SoundManager::get()->play_music(level_song);
842 SoundManager::get()->play_music(herring_song);
845 SoundManager::get()->halt_music();
851 Sector::get_music_type()
857 Sector::get_total_badguys()
859 int total_badguys = 0;
861 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
863 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
868 return total_badguys;
872 Sector::inside(const Rectangle& rect) const
874 if(rect.p1.x > solids->get_width() * 32
875 || rect.p1.y > solids->get_height() * 32
876 || rect.p2.x < 0 || rect.p2.y < 0)