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 "object/gameobjs.h"
32 #include "object/camera.h"
33 #include "object/background.h"
34 #include "object/particlesystem.h"
35 #include "object/tilemap.h"
36 #include "lisp/parser.h"
37 #include "lisp/lisp.h"
38 #include "lisp/writer.h"
39 #include "lisp/list_iterator.h"
41 #include "audio/sound_manager.h"
43 #include "resources.h"
44 #include "statistics.h"
45 #include "collision_grid.h"
46 #include "collision_grid_iterator.h"
47 #include "object_factory.h"
48 #include "special/collision.h"
49 #include "math/rectangle.h"
50 #include "math/aatriangle.h"
51 #include "object/coin.h"
52 #include "object/block.h"
53 #include "object/invisible_block.h"
54 #include "object/bullet.h"
55 #include "badguy/jumpy.h"
56 #include "badguy/spike.h"
57 #include "trigger/sequence_trigger.h"
59 Sector* Sector::_current = 0;
62 : gravity(10), player(0), solids(0), camera(0),
63 currentmusic(LEVEL_MUSIC)
65 song_title = "Mortimers_chipdisko.mod";
66 player = new Player();
69 grid = new CollisionGrid(32000, 32000);
74 update_game_objects();
75 assert(gameobjects_new.size() == 0);
79 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
84 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
93 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
95 if(name == "camera") {
96 Camera* camera = new Camera(this);
97 camera->parse(reader);
99 } else if(name == "particles-snow") {
100 SnowParticleSystem* partsys = new SnowParticleSystem();
101 partsys->parse(reader);
103 } else if(name == "particles-rain") {
104 RainParticleSystem* partsys = new RainParticleSystem();
105 partsys->parse(reader);
107 } else if(name == "particles-clouds") {
108 CloudParticleSystem* partsys = new CloudParticleSystem();
109 partsys->parse(reader);
111 } else if(name == "money") { // for compatibility with old maps
112 return new Jumpy(reader);
116 return create_object(name, reader);
117 } catch(std::exception& e) {
118 std::cerr << e.what() << "\n";
125 Sector::parse(const lisp::Lisp& sector)
129 lisp::ListIterator iter(§or);
131 const std::string& token = iter.item();
132 if(token == "name") {
133 iter.value()->get(name);
134 } else if(token == "gravity") {
135 iter.value()->get(gravity);
136 } else if(token == "music") {
137 iter.value()->get(song_title);
139 } else if(token == "spawnpoint") {
140 const lisp::Lisp* spawnpoint_lisp = iter.lisp();
142 SpawnPoint* sp = new SpawnPoint;
143 spawnpoint_lisp->get("name", sp->name);
144 spawnpoint_lisp->get("x", sp->pos.x);
145 spawnpoint_lisp->get("y", sp->pos.y);
146 spawnpoints.push_back(sp);
148 GameObject* object = parse_object(token, *(iter.lisp()));
155 update_game_objects();
157 update_game_objects();
159 std::cerr << "sector '" << name << "' does not contain a camera.\n";
160 camera = new Camera(this);
164 throw std::runtime_error("sector does not contain a solid tile layer.");
168 Sector::parse_old_format(const lisp::Lisp& reader)
173 reader.get("gravity", gravity);
175 std::string backgroundimage;
176 reader.get("background", backgroundimage);
178 reader.get("bkgd_speed", bgspeed);
181 Color bkgd_top, bkgd_bottom;
182 int r = 0, g = 0, b = 128;
183 reader.get("bkgd_red_top", r);
184 reader.get("bkgd_green_top", g);
185 reader.get("bkgd_blue_top", b);
190 reader.get("bkgd_red_bottom", r);
191 reader.get("bkgd_green_bottom", g);
192 reader.get("bkgd_blue_bottom", b);
194 bkgd_bottom.green = g;
195 bkgd_bottom.blue = b;
197 if(backgroundimage != "") {
198 Background* background = new Background;
199 background->set_image(backgroundimage, bgspeed);
200 add_object(background);
202 Background* background = new Background;
203 background->set_gradient(bkgd_top, bkgd_bottom);
204 add_object(background);
207 std::string particlesystem;
208 reader.get("particle_system", particlesystem);
209 if(particlesystem == "clouds")
210 add_object(new CloudParticleSystem());
211 else if(particlesystem == "snow")
212 add_object(new SnowParticleSystem());
213 else if(particlesystem == "rain")
214 add_object(new RainParticleSystem());
216 Vector startpos(100, 170);
217 reader.get("start_pos_x", startpos.x);
218 reader.get("start_pos_y", startpos.y);
220 SpawnPoint* spawn = new SpawnPoint;
221 spawn->pos = startpos;
222 spawn->name = "main";
223 spawnpoints.push_back(spawn);
225 song_title = "Mortimers_chipdisko.mod";
226 reader.get("music", song_title);
229 int width, height = 15;
230 reader.get("width", width);
231 reader.get("height", height);
233 std::vector<unsigned int> tiles;
234 if(reader.get_vector("interactive-tm", tiles)
235 || reader.get_vector("tilemap", tiles)) {
236 TileMap* tilemap = new TileMap();
237 tilemap->set(width, height, tiles, LAYER_TILES, true);
241 if(reader.get_vector("background-tm", tiles)) {
242 TileMap* tilemap = new TileMap();
243 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
247 if(reader.get_vector("foreground-tm", tiles)) {
248 TileMap* tilemap = new TileMap();
249 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
253 // read reset-points (now spawn-points)
254 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
256 lisp::ListIterator iter(resetpoints);
258 if(iter.item() == "point") {
260 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
262 SpawnPoint* sp = new SpawnPoint;
265 spawnpoints.push_back(sp);
268 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
274 const lisp::Lisp* objects = reader.get_lisp("objects");
276 lisp::ListIterator iter(objects);
278 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
282 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
288 Camera* camera = new Camera(this);
291 update_game_objects();
293 update_game_objects();
295 throw std::runtime_error("sector does not contain a solid tile layer.");
299 Sector::fix_old_tiles()
302 for(size_t x=0; x < solids->get_width(); ++x) {
303 for(size_t y=0; y < solids->get_height(); ++y) {
304 const Tile* tile = solids->get_tile(x, y);
305 Vector pos(x*32, y*32);
307 if(tile->getID() == 112) {
308 add_object(new InvisibleBlock(pos));
309 solids->change(x, y, 0);
310 } else if(tile->getID() == 295) {
311 add_object(new Spike(pos, Spike::NORTH));
312 solids->change(x, y, 0);
313 } else if(tile->getID() == 296) {
314 add_object(new Spike(pos, Spike::EAST));
315 solids->change(x, y, 0);
316 } else if(tile->getID() == 297) {
317 add_object(new Spike(pos, Spike::SOUTH));
318 solids->change(x, y, 0);
319 } else if(tile->getID() == 298) {
320 add_object(new Spike(pos, Spike::WEST));
321 solids->change(x, y, 0);
322 } else if(tile->getAttributes() & Tile::COIN) {
323 add_object(new Coin(pos));
324 solids->change(x, y, 0);
325 } else if(tile->getAttributes() & Tile::FULLBOX) {
326 add_object(new BonusBlock(pos, tile->getData()));
327 solids->change(x, y, 0);
328 } else if(tile->getAttributes() & Tile::BRICK) {
329 add_object(new Brick(pos, tile->getData()));
330 solids->change(x, y, 0);
331 } else if(tile->getAttributes() & Tile::GOAL) {
332 add_object(new SequenceTrigger(pos, "endsequence"));
333 solids->change(x, y, 0);
340 Sector::write(lisp::Writer& writer)
342 writer.write_string("name", name);
343 writer.write_float("gravity", gravity);
344 writer.write_string("music", song_title);
347 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
349 SpawnPoint* spawn = *i;
350 writer.start_list("spawn-points");
351 writer.write_string("name", spawn->name);
352 writer.write_float("x", spawn->pos.x);
353 writer.write_float("y", spawn->pos.y);
354 writer.end_list("spawn-points");
358 for(GameObjects::iterator i = gameobjects.begin();
359 i != gameobjects.end(); ++i) {
360 Serializable* serializable = dynamic_cast<Serializable*> (*i);
362 serializable->write(writer);
367 Sector::add_object(GameObject* object)
369 // make sure the object isn't already in the list
371 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
374 assert("object already added to sector" == 0);
377 for(GameObjects::iterator i = gameobjects_new.begin();
378 i != gameobjects_new.end(); ++i) {
380 assert("object already added to sector" == 0);
385 gameobjects_new.push_back(object);
389 Sector::activate(const std::string& spawnpoint)
393 // Apply bonuses from former levels
394 switch (player_status.bonus)
396 case PlayerStatus::NO_BONUS:
399 case PlayerStatus::FLOWER_BONUS:
400 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
403 case PlayerStatus::GROWUP_BONUS:
409 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
411 if((*i)->name == spawnpoint) {
417 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
419 player->move(sp->pos);
422 camera->reset(player->get_pos());
426 Sector::get_best_spawn_point(Vector pos)
428 Vector best_reset_point = Vector(-1,-1);
430 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
432 if((*i)->name != "main")
434 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
435 best_reset_point = (*i)->pos;
438 return best_reset_point;
442 Sector::get_active_region()
445 camera->get_translation() - Vector(1600, 1200),
446 camera->get_translation() + Vector(1600, 1200));
450 Sector::action(float elapsed_time)
452 player->check_bounds(camera);
455 CollisionGridIterator iter(*grid, get_active_region());
456 while(MovingObject* object = iter.next()) {
457 if(!object->is_valid())
460 object->action(elapsed_time);
464 for(GameObjects::iterator i = gameobjects.begin();
465 i != gameobjects.end(); ++i) {
466 GameObject* object = *i;
467 if(!object->is_valid())
470 object->action(elapsed_time);
474 /* Handle all possible collisions. */
476 update_game_objects();
480 Sector::update_game_objects()
482 /** cleanup marked objects */
483 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
484 i != gameobjects.end(); /* nothing */) {
485 GameObject* object = *i;
487 if(object->is_valid()) {
492 Bullet* bullet = dynamic_cast<Bullet*> (object);
495 std::remove(bullets.begin(), bullets.end(), bullet),
498 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
500 grid->remove_object(movingobject);
503 i = gameobjects.erase(i);
506 /* add newly created objects */
507 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
508 i != gameobjects_new.end(); ++i)
510 GameObject* object = *i;
512 Bullet* bullet = dynamic_cast<Bullet*> (object);
514 bullets.push_back(bullet);
516 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
518 grid->add_object(movingobject);
520 TileMap* tilemap = dynamic_cast<TileMap*> (object);
521 if(tilemap && tilemap->is_solid()) {
525 std::cerr << "Another solid tilemaps added. Ignoring.";
529 Camera* camera = dynamic_cast<Camera*> (object);
531 if(this->camera != 0) {
532 std::cerr << "Warning: Multiple cameras added. Ignoring.";
535 this->camera = camera;
538 gameobjects.push_back(object);
540 gameobjects_new.clear();
544 Sector::draw(DrawingContext& context)
546 context.push_transform();
547 context.set_translation(camera->get_translation());
550 CollisionGridIterator iter(*grid, get_active_region());
551 while(MovingObject* object = iter.next()) {
552 if(!object->is_valid())
555 object->draw(context);
558 for(GameObjects::iterator i = gameobjects.begin();
559 i != gameobjects.end(); ++i) {
560 GameObject* object = *i;
561 if(!object->is_valid())
564 object->draw(context);
568 context.pop_transform();
571 static const float DELTA = .001;
574 Sector::collision_tilemap(MovingObject* object, int depth)
578 std::cout << "Max collision depth reached.\n";
580 object->movement = Vector(0, 0);
584 // calculate rectangle where the object will move
586 if(object->get_movement().x >= 0) {
587 x1 = object->get_pos().x;
588 x2 = object->get_bbox().p2.x + object->get_movement().x;
590 x1 = object->get_pos().x + object->get_movement().x;
591 x2 = object->get_bbox().p2.x;
594 if(object->get_movement().y >= 0) {
595 y1 = object->get_pos().y;
596 y2 = object->get_bbox().p2.y + object->get_movement().y;
598 y1 = object->get_pos().y + object->get_movement().y;
599 y2 = object->get_bbox().p2.y;
602 // test with all tiles in this rectangle
603 int starttilex = int(x1-1) / 32;
604 int starttiley = int(y1-1) / 32;
605 int max_x = int(x2+1);
606 int max_y = int(y2+1);
608 CollisionHit temphit, hit;
609 Rectangle dest = object->get_bbox();
610 dest.move(object->movement);
611 hit.time = -1; // represents an invalid value
612 for(int x = starttilex; x*32 < max_x; ++x) {
613 for(int y = starttiley; y*32 < max_y; ++y) {
614 const Tile* tile = solids->get_tile(x, y);
617 if(!(tile->getAttributes() & Tile::SOLID))
619 if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
622 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
624 Vector p1(x*32, y*32);
625 Vector p2((x+1)*32, (y+1)*32);
626 triangle = AATriangle(p1, p2, tile->getData());
628 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
630 if(temphit.time > hit.time)
633 } else { // normal rectangular tile
634 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
635 if(Collision::rectangle_rectangle(temphit, dest,
636 object->movement, rect)) {
637 if(temphit.time > hit.time)
644 // did we collide at all?
648 // call collision function
649 HitResponse response = object->collision(*solids, hit);
650 if(response == ABORT_MOVE) {
651 object->movement = Vector(0, 0);
654 if(response == FORCE_MOVE) {
657 // move out of collision and try again
658 object->movement += hit.normal * (hit.depth + DELTA);
659 collision_tilemap(object, depth+1);
663 Sector::collision_object(MovingObject* object1, MovingObject* object2)
666 Rectangle dest1 = object1->get_bbox();
667 dest1.move(object1->get_movement());
668 Rectangle dest2 = object2->get_bbox();
669 dest2.move(object2->get_movement());
671 Vector movement = object1->get_movement() - object2->get_movement();
672 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
673 HitResponse response1 = object1->collision(*object2, hit);
675 HitResponse response2 = object2->collision(*object1, hit);
677 if(response1 != CONTINUE) {
678 if(response1 == ABORT_MOVE)
679 object1->movement = Vector(0, 0);
680 if(response2 == CONTINUE)
681 object2->movement += hit.normal * (hit.depth + DELTA);
682 } else if(response2 != CONTINUE) {
683 if(response2 == ABORT_MOVE)
684 object2->movement = Vector(0, 0);
685 if(response1 == CONTINUE)
686 object1->movement += -hit.normal * (hit.depth + DELTA);
688 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
689 object2->movement += hit.normal * (hit.depth/2 + DELTA);
695 Sector::collision_handler()
698 grid->check_collisions();
700 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
701 i != gameobjects.end(); ++i) {
702 GameObject* gameobject = *i;
703 if(!gameobject->is_valid())
705 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
708 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
709 movingobject->bbox.move(movingobject->movement);
710 movingobject->movement = Vector(0, 0);
714 // collision with tilemap
715 if(! (movingobject->movement == Vector(0, 0)))
716 collision_tilemap(movingobject, 0);
718 // collision with other objects
719 for(std::vector<GameObject*>::iterator i2 = i+1;
720 i2 != gameobjects.end(); ++i2) {
721 GameObject* other_object = *i2;
722 if(!other_object->is_valid()
723 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
725 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
729 collision_object(movingobject, movingobject2);
732 movingobject->bbox.move(movingobject->get_movement());
733 movingobject->movement = Vector(0, 0);
739 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
741 if(player->got_power == Player::FIRE_POWER) {
742 if(bullets.size() > MAX_FIRE_BULLETS-1)
744 } else if(player->got_power == Player::ICE_POWER) {
745 if(bullets.size() > MAX_ICE_BULLETS-1)
749 Bullet* new_bullet = 0;
750 if(player->got_power == Player::FIRE_POWER)
751 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
752 else if(player->got_power == Player::ICE_POWER)
753 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
755 throw std::runtime_error("wrong bullet type.");
756 add_object(new_bullet);
758 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
764 Sector::add_smoke_cloud(const Vector& pos)
766 add_object(new SmokeCloud(pos));
771 Sector::add_floating_text(const Vector& pos, const std::string& text)
773 add_object(new FloatingText(pos, text));
782 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
784 song_path = (char *) malloc(sizeof(char) * datadir.length() +
785 strlen(song_title.c_str()) + 8 + 5);
786 song_subtitle = strdup(song_title.c_str());
787 strcpy(strstr(song_subtitle, "."), "\0");
788 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
789 song_subtitle, strstr(song_title.c_str(), "."));
790 if(!SoundManager::get()->exists_music(song_path)) {
791 level_song_fast = level_song;
793 level_song_fast = SoundManager::get()->load_music(song_path);
800 Sector::play_music(int type)
803 switch(currentmusic) {
805 SoundManager::get()->play_music(level_song_fast);
808 SoundManager::get()->play_music(level_song);
811 SoundManager::get()->play_music(herring_song);
814 SoundManager::get()->halt_music();
820 Sector::get_music_type()
826 Sector::get_total_badguys()
828 int total_badguys = 0;
830 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
832 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
837 return total_badguys;
841 Sector::inside(const Rectangle& rect) const
843 if(rect.p1.x > solids->get_width() * 32
844 || rect.p1.y > solids->get_height() * 32
845 || rect.p2.x < 0 || rect.p2.y < 0)