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 "object/bullet.h"
50 #include "badguy/jumpy.h"
51 #include "badguy/snowball.h"
52 #include "badguy/bouncing_snowball.h"
53 #include "badguy/flame.h"
54 #include "badguy/mriceblock.h"
55 #include "badguy/mrbomb.h"
56 #include "badguy/dispenser.h"
57 #include "badguy/spike.h"
58 #include "badguy/nolok_01.h"
59 #include "trigger/door.h"
60 #include "trigger/sequence_trigger.h"
61 #include "trigger/secretarea_trigger.h"
63 Sector* Sector::_current = 0;
66 : gravity(10), player(0), solids(0), background(0), camera(0),
67 currentmusic(LEVEL_MUSIC)
69 song_title = "Mortimers_chipdisko.mod";
70 player = new Player();
73 printf("seccreated: %p.\n", this);
78 printf("secdel: %p.\n", this);
79 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
84 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
92 Sector *Sector::create(const std::string& name, size_t width, size_t height)
94 Sector *sector = new Sector;
96 TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
97 TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
98 TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
99 sector->add_object(background);
100 sector->add_object(interactive);
101 sector->add_object(foreground);
102 sector->solids = interactive;
103 sector->camera = new Camera(sector);
104 sector->add_object(sector->camera);
105 sector->update_game_objects();
110 Sector::parse_object(const std::string& name, LispReader& reader)
112 if(name == "background") {
113 background = new Background(reader);
115 } else if(name == "camera") {
116 Camera* camera = new Camera(this);
117 camera->parse(reader);
119 } else if(name == "tilemap") {
120 return new TileMap(reader);
121 } else if(name == "particles-snow") {
122 SnowParticleSystem* partsys = new SnowParticleSystem();
123 partsys->parse(reader);
125 } else if(name == "particles-clouds") {
126 CloudParticleSystem* partsys = new CloudParticleSystem();
127 partsys->parse(reader);
129 } else if(name == "door") {
130 return new Door(reader);
131 } else if(name == "secretarea") {
132 return new SecretAreaTrigger(reader);
133 } else if(name == "platform") {
134 return new Platform(reader);
135 } else if(name == "jumpy" || name == "money") {
136 return new Jumpy(reader);
137 } else if(name == "snowball") {
138 return new SnowBall(reader);
139 } else if(name == "bouncingsnowball") {
140 return new BouncingSnowball(reader);
141 } else if(name == "flame") {
142 return new Flame(reader);
143 } else if(name == "mriceblock") {
144 return new MrIceBlock(reader);
145 } else if(name == "mrbomb") {
146 return new MrBomb(reader);
147 } else if(name == "dispenser") {
148 return new Dispenser(reader);
149 } else if(name == "spike") {
150 return new Spike(reader);
151 } else if(name == "nolok_01") {
152 return new Nolok_01(reader);
155 else if(badguykind_from_string(name) != BAD_INVALID) {
156 return new BadGuy(badguykind_from_string(name), reader);
157 } else if(name == "trampoline") {
158 return new Trampoline(reader);
159 } else if(name == "flying-platform") {
160 return new FlyingPlatform(reader);
163 std::cerr << "Unknown object type '" << name << "'.\n";
168 Sector::parse(LispReader& lispreader)
172 for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
173 cur = lisp_cdr(cur)) {
174 std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
175 // FIXME: doesn't handle empty data
176 lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
177 LispReader reader(lisp_cdr(lisp_car(cur)));
179 if(token == "name") {
180 name = lisp_string(data);
181 } else if(token == "gravity") {
182 gravity = lisp_real(data);
183 } else if(token == "music") {
184 song_title = lisp_string(data);
186 } else if(token == "spawn-points") {
187 SpawnPoint* sp = new SpawnPoint;
188 reader.read_string("name", sp->name);
189 reader.read_float("x", sp->pos.x);
190 reader.read_float("y", sp->pos.y);
191 spawnpoints.push_back(sp);
193 GameObject* object = parse_object(token, reader);
201 std::cerr << "sector '" << name << "' does not contain a camera.\n";
202 camera = new Camera(this);
206 throw std::runtime_error("sector does not contain a solid tile layer.");
210 Sector::parse_old_format(LispReader& reader)
215 reader.read_float("gravity", gravity);
217 std::string backgroundimage;
218 reader.read_string("background", backgroundimage);
220 reader.read_float("bkgd_speed", bgspeed);
223 Color bkgd_top, bkgd_bottom;
224 int r = 0, g = 0, b = 128;
225 reader.read_int("bkgd_red_top", r);
226 reader.read_int("bkgd_green_top", g);
227 reader.read_int("bkgd_blue_top", b);
232 reader.read_int("bkgd_red_bottom", r);
233 reader.read_int("bkgd_green_bottom", g);
234 reader.read_int("bkgd_blue_bottom", b);
236 bkgd_bottom.green = g;
237 bkgd_bottom.blue = b;
239 if(backgroundimage != "") {
240 background = new Background;
241 background->set_image(backgroundimage, bgspeed);
242 add_object(background);
244 background = new Background;
245 background->set_gradient(bkgd_top, bkgd_bottom);
246 add_object(background);
249 std::string particlesystem;
250 reader.read_string("particle_system", particlesystem);
251 if(particlesystem == "clouds")
252 add_object(new CloudParticleSystem());
253 else if(particlesystem == "snow")
254 add_object(new SnowParticleSystem());
256 Vector startpos(100, 170);
257 reader.read_float("start_pos_x", startpos.x);
258 reader.read_float("start_pos_y", startpos.y);
260 SpawnPoint* spawn = new SpawnPoint;
261 spawn->pos = startpos;
262 spawn->name = "main";
263 spawnpoints.push_back(spawn);
265 song_title = "Mortimers_chipdisko.mod";
266 reader.read_string("music", song_title);
269 int width, height = 15;
270 reader.read_int("width", width);
271 reader.read_int("height", height);
273 std::vector<unsigned int> tiles;
274 if(reader.read_int_vector("interactive-tm", tiles)
275 || reader.read_int_vector("tilemap", tiles)) {
276 TileMap* tilemap = new TileMap();
277 tilemap->set(width, height, tiles, LAYER_TILES, true);
284 if(reader.read_int_vector("background-tm", tiles)) {
285 TileMap* tilemap = new TileMap();
286 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
290 if(reader.read_int_vector("foreground-tm", tiles)) {
291 TileMap* tilemap = new TileMap();
292 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
296 // read reset-points (now spawn-points)
298 lisp_object_t* cur = 0;
299 if(reader.read_lisp("reset-points", cur)) {
300 while(!lisp_nil_p(cur)) {
301 lisp_object_t* data = lisp_car(cur);
302 LispReader reader(lisp_cdr(data));
305 if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
307 SpawnPoint* sp = new SpawnPoint;
310 spawnpoints.push_back(sp);
320 lisp_object_t* cur = 0;
321 if(reader.read_lisp("objects", cur)) {
322 while(!lisp_nil_p(cur)) {
323 lisp_object_t* data = lisp_car(cur);
324 std::string object_type = lisp_symbol(lisp_car(data));
326 LispReader reader(lisp_cdr(data));
328 GameObject* object = parse_object(object_type, reader);
332 std::cerr << "Unknown object '" << object_type << "' in level.\n";
341 camera = new Camera(this);
346 Sector::fix_old_tiles()
349 for(size_t x=0; x < solids->get_width(); ++x) {
350 for(size_t y=0; y < solids->get_height(); ++y) {
351 const Tile* tile = solids->get_tile(x, y);
352 Vector pos(x*32, y*32);
354 if(tile->id == 112) {
355 add_object(new InvisibleBlock(pos));
356 solids->change(x, y, 0);
357 } else if(tile->id == 295) {
358 add_object(new Spike(pos, Spike::NORTH));
359 solids->change(x, y, 0);
360 } else if(tile->id == 296) {
361 add_object(new Spike(pos, Spike::EAST));
362 solids->change(x, y, 0);
363 } else if(tile->id == 297) {
364 add_object(new Spike(pos, Spike::SOUTH));
365 solids->change(x, y, 0);
366 } else if(tile->id == 298) {
367 add_object(new Spike(pos, Spike::WEST));
368 solids->change(x, y, 0);
369 } else if(tile->attributes & Tile::COIN) {
370 add_object(new Coin(pos));
371 solids->change(x, y, 0);
372 } else if(tile->attributes & Tile::FULLBOX) {
373 add_object(new BonusBlock(pos, tile->data));
374 solids->change(x, y, 0);
375 } else if(tile->attributes & Tile::BRICK) {
376 add_object(new Brick(pos, tile->data));
377 solids->change(x, y, 0);
378 } else if(tile->attributes & Tile::GOAL) {
379 add_object(new SequenceTrigger(pos, "endsequence"));
380 solids->change(x, y, 0);
387 Sector::write(LispWriter& writer)
389 writer.write_string("name", name);
390 writer.write_float("gravity", gravity);
391 writer.write_string("music", song_title);
394 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
396 SpawnPoint* spawn = *i;
397 writer.start_list("spawn-points");
398 writer.write_string("name", spawn->name);
399 writer.write_float("x", spawn->pos.x);
400 writer.write_float("y", spawn->pos.y);
401 writer.end_list("spawn-points");
405 for(GameObjects::iterator i = gameobjects.begin();
406 i != gameobjects.end(); ++i) {
407 Serializable* serializable = dynamic_cast<Serializable*> (*i);
409 serializable->write(writer);
414 Sector::do_vertical_flip()
416 // remove or fix later
418 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
420 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
423 tilemap->do_vertical_flip();
426 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
428 badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
429 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
431 trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
432 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
434 flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
435 Door* door = dynamic_cast<Door*> (*i);
437 door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
440 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
442 SpawnPoint* spawn = *i;
443 spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
449 Sector::add_object(GameObject* object)
451 // make sure the object isn't already in the list
453 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
456 assert("object already added to sector" == 0);
459 for(GameObjects::iterator i = gameobjects_new.begin();
460 i != gameobjects_new.end(); ++i) {
462 assert("object already added to sector" == 0);
467 gameobjects_new.push_back(object);
471 Sector::activate(const std::string& spawnpoint)
475 // Apply bonuses from former levels
476 switch (player_status.bonus)
478 case PlayerStatus::NO_BONUS:
481 case PlayerStatus::FLOWER_BONUS:
482 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
485 case PlayerStatus::GROWUP_BONUS:
491 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
493 if((*i)->name == spawnpoint) {
499 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
501 player->move(sp->pos);
504 camera->reset(player->get_pos());
508 Sector::get_best_spawn_point(Vector pos)
510 Vector best_reset_point = Vector(-1,-1);
512 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
514 if((*i)->name != "main")
516 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
517 best_reset_point = (*i)->pos;
520 return best_reset_point;
524 Sector::action(float elapsed_time)
526 player->check_bounds(camera);
529 for(GameObjects::iterator i = gameobjects.begin();
530 i != gameobjects.end(); ++i) {
531 GameObject* object = *i;
532 if(!object->is_valid())
535 object->action(elapsed_time);
538 /* Handle all possible collisions. */
541 update_game_objects();
545 Sector::update_game_objects()
547 /** cleanup marked objects */
548 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
549 i != gameobjects.end(); /* nothing */) {
550 if((*i)->is_valid() == false) {
551 Bullet* bullet = dynamic_cast<Bullet*> (*i);
554 std::remove(bullets.begin(), bullets.end(), bullet),
558 i = gameobjects.erase(i);
564 /* add newly created objects */
565 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
566 i != gameobjects_new.end(); ++i)
568 Bullet* bullet = dynamic_cast<Bullet*> (*i);
570 bullets.push_back(bullet);
572 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
573 if(tilemap && tilemap->is_solid()) {
578 std::cerr << "Another solid tilemaps added. Ignoring.";
582 Camera* camera = dynamic_cast<Camera*> (*i);
584 if(this->camera != 0) {
585 std::cerr << "Warning: Multiple cameras added. Ignoring.";
588 this->camera = camera;
591 gameobjects.push_back(*i);
593 gameobjects_new.clear();
597 Sector::draw(DrawingContext& context)
599 context.push_transform();
600 context.set_translation(camera->get_translation());
602 for(GameObjects::iterator i = gameobjects.begin();
603 i != gameobjects.end(); ++i) {
604 GameObject* object = *i;
605 if(!object->is_valid())
608 object->draw(context);
611 context.pop_transform();
614 static const float DELTA = .001;
617 Sector::collision_tilemap(MovingObject* object, int depth)
621 std::cout << "Max collision depth reached.\n";
623 object->movement = Vector(0, 0);
627 // calculate rectangle where the object will move
629 if(object->get_movement().x >= 0) {
630 x1 = object->get_pos().x;
631 x2 = object->get_bbox().p2.x + object->get_movement().x;
633 x1 = object->get_pos().x + object->get_movement().x;
634 x2 = object->get_bbox().p2.x;
637 if(object->get_movement().y >= 0) {
638 y1 = object->get_pos().y;
639 y2 = object->get_bbox().p2.y + object->get_movement().y;
641 y1 = object->get_pos().y + object->get_movement().y;
642 y2 = object->get_bbox().p2.y;
645 // test with all tiles in this rectangle
646 int starttilex = int(x1-1) / 32;
647 int starttiley = int(y1-1) / 32;
648 int max_x = int(x2+1);
649 int max_y = int(y2+1);
651 CollisionHit temphit, hit;
652 Rectangle dest = object->get_bbox();
653 dest.move(object->movement);
654 hit.time = -1; // represents an invalid value
655 for(int x = starttilex; x*32 < max_x; ++x) {
656 for(int y = starttiley; y*32 < max_y; ++y) {
657 const Tile* tile = solids->get_tile(x, y);
660 if(!(tile->attributes & Tile::SOLID))
662 if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
665 if(tile->attributes & Tile::SLOPE) { // slope tile
667 Vector p1(x*32, y*32);
668 Vector p2((x+1)*32, (y+1)*32);
669 triangle = AATriangle(p1, p2, tile->data);
671 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
673 if(temphit.time > hit.time)
676 } else { // normal rectangular tile
677 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
678 if(Collision::rectangle_rectangle(temphit, dest,
679 object->movement, rect)) {
680 if(temphit.time > hit.time)
687 // did we collide at all?
691 // call collision function
692 HitResponse response = object->collision(*solids, hit);
693 if(response == ABORT_MOVE) {
694 object->movement = Vector(0, 0);
697 if(response == FORCE_MOVE) {
700 // move out of collision and try again
701 object->movement += hit.normal * (hit.depth + DELTA);
702 collision_tilemap(object, depth+1);
706 Sector::collision_object(MovingObject* object1, MovingObject* object2)
709 Rectangle dest1 = object1->get_bbox();
710 dest1.move(object1->get_movement());
711 Rectangle dest2 = object2->get_bbox();
712 dest2.move(object2->get_movement());
714 Vector movement = object1->get_movement() - object2->get_movement();
715 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
716 HitResponse response1 = object1->collision(*object2, hit);
718 HitResponse response2 = object2->collision(*object1, hit);
720 if(response1 != CONTINUE) {
721 if(response1 == ABORT_MOVE)
722 object1->movement = Vector(0, 0);
723 if(response2 == CONTINUE)
724 object2->movement += hit.normal * (hit.depth + DELTA);
725 } else if(response2 != CONTINUE) {
726 if(response2 == ABORT_MOVE)
727 object2->movement = Vector(0, 0);
728 if(response1 == CONTINUE)
729 object1->movement += -hit.normal * (hit.depth + DELTA);
731 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
732 object2->movement += hit.normal * (hit.depth/2 + DELTA);
738 Sector::collision_handler()
740 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
741 i != gameobjects.end(); ++i) {
742 GameObject* gameobject = *i;
743 if(!gameobject->is_valid())
745 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
748 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
749 movingobject->bbox.move(movingobject->movement);
750 movingobject->movement = Vector(0, 0);
754 // collision with tilemap
755 if(! (movingobject->movement == Vector(0, 0)))
756 collision_tilemap(movingobject, 0);
758 // collision with other objects
759 for(std::vector<GameObject*>::iterator i2 = i+1;
760 i2 != gameobjects.end(); ++i2) {
761 GameObject* other_object = *i2;
762 if(!other_object->is_valid()
763 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
765 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
769 collision_object(movingobject, movingobject2);
772 movingobject->bbox.move(movingobject->get_movement());
773 movingobject->movement = Vector(0, 0);
778 Sector::add_score(const Vector& pos, int s)
780 global_stats.add_points(SCORE_STAT, s);
782 add_object(new FloatingText(pos, s));
786 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
788 if(player->got_power == Player::FIRE_POWER) {
789 if(bullets.size() > MAX_FIRE_BULLETS-1)
791 } else if(player->got_power == Player::ICE_POWER) {
792 if(bullets.size() > MAX_ICE_BULLETS-1)
796 Bullet* new_bullet = 0;
797 if(player->got_power == Player::FIRE_POWER)
798 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
799 else if(player->got_power == Player::ICE_POWER)
800 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
802 throw std::runtime_error("wrong bullet type.");
803 add_object(new_bullet);
805 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
811 Sector::add_smoke_cloud(const Vector& pos)
813 add_object(new SmokeCloud(pos));
818 Sector::add_floating_text(const Vector& pos, const std::string& text)
820 add_object(new FloatingText(pos, text));
829 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
831 song_path = (char *) malloc(sizeof(char) * datadir.length() +
832 strlen(song_title.c_str()) + 8 + 5);
833 song_subtitle = strdup(song_title.c_str());
834 strcpy(strstr(song_subtitle, "."), "\0");
835 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
836 song_subtitle, strstr(song_title.c_str(), "."));
837 if(!SoundManager::get()->exists_music(song_path)) {
838 level_song_fast = level_song;
840 level_song_fast = SoundManager::get()->load_music(song_path);
847 Sector::play_music(int type)
850 switch(currentmusic) {
852 SoundManager::get()->play_music(level_song_fast);
855 SoundManager::get()->play_music(level_song);
858 SoundManager::get()->play_music(herring_song);
861 SoundManager::get()->halt_music();
867 Sector::get_music_type()
873 Sector::get_total_badguys()
875 int total_badguys = 0;
877 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
879 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
884 return total_badguys;
888 Sector::inside(const Rectangle& rect) const
890 if(rect.p1.x > solids->get_width() * 32
891 || rect.p1.y > solids->get_height() * 32
892 || rect.p2.x < 0 || rect.p2.y < 0)