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.
30 #include "player_status.hpp"
31 #include "object/gameobjs.hpp"
32 #include "object/camera.hpp"
33 #include "object/background.hpp"
34 #include "object/particlesystem.hpp"
35 #include "object/particlesystem_interactive.hpp"
36 #include "object/tilemap.hpp"
37 #include "lisp/parser.hpp"
38 #include "lisp/lisp.hpp"
39 #include "lisp/writer.hpp"
40 #include "lisp/list_iterator.hpp"
42 #include "audio/sound_manager.hpp"
43 #include "game_session.hpp"
44 #include "resources.hpp"
45 #include "statistics.hpp"
46 #include "collision_grid.hpp"
47 #include "collision_grid_iterator.hpp"
48 #include "object_factory.hpp"
49 #include "collision.hpp"
50 #include "spawn_point.hpp"
51 #include "math/rect.hpp"
52 #include "math/aatriangle.hpp"
53 #include "object/coin.hpp"
54 #include "object/block.hpp"
55 #include "object/invisible_block.hpp"
56 #include "object/bullet.hpp"
57 #include "object/text_object.hpp"
58 #include "badguy/jumpy.hpp"
59 #include "trigger/sequence_trigger.hpp"
60 #include "player_status.hpp"
61 #include "scripting/script_interpreter.hpp"
62 #include "scripting/sound.hpp"
63 #include "scripting/scripted_object.hpp"
64 #include "scripting/text.hpp"
68 Sector* Sector::_current = 0;
71 : gravity(10), player(0), solids(0), camera(0),
72 currentmusic(LEVEL_MUSIC)
74 song_title = "chipdisko.ogg";
75 player = new Player(player_status);
79 grid = new CollisionGrid(32000, 32000);
87 update_game_objects();
88 assert(gameobjects_new.size() == 0);
92 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
97 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
106 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
108 if(name == "camera") {
109 Camera* camera = new Camera(this);
110 camera->parse(reader);
112 } else if(name == "particles-snow") {
113 SnowParticleSystem* partsys = new SnowParticleSystem();
114 partsys->parse(reader);
116 } else if(name == "particles-rain") {
117 RainParticleSystem* partsys = new RainParticleSystem();
118 partsys->parse(reader);
120 } else if(name == "particles-comets") {
121 CometParticleSystem* partsys = new CometParticleSystem();
122 partsys->parse(reader);
124 } else if(name == "particles-ghosts") {
125 GhostParticleSystem* partsys = new GhostParticleSystem();
126 partsys->parse(reader);
128 } else if(name == "particles-clouds") {
129 CloudParticleSystem* partsys = new CloudParticleSystem();
130 partsys->parse(reader);
132 } else if(name == "money") { // for compatibility with old maps
133 return new Jumpy(reader);
137 return create_object(name, reader);
138 } catch(std::exception& e) {
139 std::cerr << e.what() << "\n";
146 Sector::parse(const lisp::Lisp& sector)
150 lisp::ListIterator iter(§or);
152 const std::string& token = iter.item();
153 if(token == "name") {
154 iter.value()->get(name);
155 } else if(token == "gravity") {
156 iter.value()->get(gravity);
157 } else if(token == "music") {
158 iter.value()->get(song_title);
159 } else if(token == "spawnpoint") {
160 SpawnPoint* sp = new SpawnPoint(iter.lisp());
161 spawnpoints.push_back(sp);
162 } else if(token == "init-script") {
163 iter.value()->get(init_script);
165 GameObject* object = parse_object(token, *(iter.lisp()));
172 update_game_objects();
175 throw std::runtime_error("sector does not contain a solid tile layer.");
179 std::cerr << "sector '" << name << "' does not contain a camera.\n";
180 update_game_objects();
181 add_object(new Camera(this));
184 update_game_objects();
188 Sector::parse_old_format(const lisp::Lisp& reader)
193 reader.get("gravity", gravity);
195 std::string backgroundimage;
196 reader.get("background", backgroundimage);
198 reader.get("bkgd_speed", bgspeed);
201 Color bkgd_top, bkgd_bottom;
202 int r = 0, g = 0, b = 128;
203 reader.get("bkgd_red_top", r);
204 reader.get("bkgd_green_top", g);
205 reader.get("bkgd_blue_top", b);
206 bkgd_top.red = static_cast<float> (r) / 255.0f;
207 bkgd_top.green = static_cast<float> (g) / 255.0f;
208 bkgd_top.blue = static_cast<float> (b) / 255.0f;
210 reader.get("bkgd_red_bottom", r);
211 reader.get("bkgd_green_bottom", g);
212 reader.get("bkgd_blue_bottom", b);
213 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
214 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
215 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
217 if(backgroundimage != "") {
218 Background* background = new Background;
219 background->set_image(backgroundimage, bgspeed);
220 add_object(background);
222 Background* background = new Background;
223 background->set_gradient(bkgd_top, bkgd_bottom);
224 add_object(background);
227 std::string particlesystem;
228 reader.get("particle_system", particlesystem);
229 if(particlesystem == "clouds")
230 add_object(new CloudParticleSystem());
231 else if(particlesystem == "snow")
232 add_object(new SnowParticleSystem());
233 else if(particlesystem == "rain")
234 add_object(new RainParticleSystem());
236 Vector startpos(100, 170);
237 reader.get("start_pos_x", startpos.x);
238 reader.get("start_pos_y", startpos.y);
240 SpawnPoint* spawn = new SpawnPoint;
241 spawn->pos = startpos;
242 spawn->name = "main";
243 spawnpoints.push_back(spawn);
245 song_title = "chipdisko.ogg";
246 reader.get("music", song_title);
248 int width = 30, height = 15;
249 reader.get("width", width);
250 reader.get("height", height);
252 std::vector<unsigned int> tiles;
253 if(reader.get_vector("interactive-tm", tiles)
254 || reader.get_vector("tilemap", tiles)) {
255 TileMap* tilemap = new TileMap();
256 tilemap->set(width, height, tiles, LAYER_TILES, true);
260 if(reader.get_vector("background-tm", tiles)) {
261 TileMap* tilemap = new TileMap();
262 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
266 if(reader.get_vector("foreground-tm", tiles)) {
267 TileMap* tilemap = new TileMap();
268 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
272 // read reset-points (now spawn-points)
273 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
275 lisp::ListIterator iter(resetpoints);
277 if(iter.item() == "point") {
279 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
281 SpawnPoint* sp = new SpawnPoint;
284 spawnpoints.push_back(sp);
287 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
293 const lisp::Lisp* objects = reader.get_lisp("objects");
295 lisp::ListIterator iter(objects);
297 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
301 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
307 Camera* camera = new Camera(this);
310 update_game_objects();
313 throw std::runtime_error("sector does not contain a solid tile layer.");
316 update_game_objects();
320 Sector::fix_old_tiles()
323 for(size_t x=0; x < solids->get_width(); ++x) {
324 for(size_t y=0; y < solids->get_height(); ++y) {
325 const Tile* tile = solids->get_tile(x, y);
326 Vector pos(x*32, y*32);
328 if(tile->getID() == 112) {
329 add_object(new InvisibleBlock(pos));
330 solids->change(x, y, 0);
331 } else if(tile->getAttributes() & Tile::COIN) {
332 add_object(new Coin(pos));
333 solids->change(x, y, 0);
334 } else if(tile->getAttributes() & Tile::FULLBOX) {
335 add_object(new BonusBlock(pos, tile->getData()));
336 solids->change(x, y, 0);
337 } else if(tile->getAttributes() & Tile::BRICK) {
338 add_object(new Brick(pos, tile->getData()));
339 solids->change(x, y, 0);
340 } else if(tile->getAttributes() & Tile::GOAL) {
341 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
342 add_object(new SequenceTrigger(pos, sequence));
343 solids->change(x, y, 0);
350 Sector::write(lisp::Writer& writer)
352 writer.write_string("name", name);
353 writer.write_float("gravity", gravity);
354 writer.write_string("music", song_title);
357 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
359 SpawnPoint* spawn = *i;
360 writer.start_list("spawn-points");
361 writer.write_string("name", spawn->name);
362 writer.write_float("x", spawn->pos.x);
363 writer.write_float("y", spawn->pos.y);
364 writer.end_list("spawn-points");
368 for(GameObjects::iterator i = gameobjects.begin();
369 i != gameobjects.end(); ++i) {
370 Serializable* serializable = dynamic_cast<Serializable*> (*i);
372 serializable->write(writer);
377 Sector::add_object(GameObject* object)
379 // make sure the object isn't already in the list
381 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
384 assert("object already added to sector" == 0);
387 for(GameObjects::iterator i = gameobjects_new.begin();
388 i != gameobjects_new.end(); ++i) {
390 assert("object already added to sector" == 0);
395 gameobjects_new.push_back(object);
399 Sector::activate(const std::string& spawnpoint)
402 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
404 if((*i)->name == spawnpoint) {
410 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
411 if(spawnpoint != "main") {
414 activate(Vector(0, 0));
421 if(init_script != "") {
422 ScriptInterpreter::add_script_object(this,
423 std::string("Sector(") + name + ") - init", init_script);
428 Sector::activate(const Vector& player_pos)
432 player->move(player_pos);
433 camera->reset(player->get_pos());
437 Sector::get_active_region()
440 camera->get_translation() - Vector(1600, 1200),
441 camera->get_translation() + Vector(1600, 1200));
445 Sector::update(float elapsed_time)
447 player->check_bounds(camera);
450 CollisionGridIterator iter(*grid, get_active_region());
451 while(MovingObject* object = iter.next()) {
452 if(!object->is_valid())
455 object->update(elapsed_time);
459 for(GameObjects::iterator i = gameobjects.begin();
460 i != gameobjects.end(); ++i) {
461 GameObject* object = *i;
462 if(!object->is_valid())
465 object->update(elapsed_time);
469 /* Handle all possible collisions. */
471 update_game_objects();
475 Sector::update_game_objects()
477 /** cleanup marked objects */
478 for(std::vector<Bullet*>::iterator i = bullets.begin();
479 i != bullets.end(); /* nothing */) {
481 if(bullet->is_valid()) {
486 i = bullets.erase(i);
488 for(MovingObjects::iterator i = moving_objects.begin();
489 i != moving_objects.end(); /* nothing */) {
490 MovingObject* moving_object = *i;
491 if(moving_object->is_valid()) {
497 grid->remove_object(moving_object);
500 i = moving_objects.erase(i);
502 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
503 i != gameobjects.end(); /* nothing */) {
504 GameObject* object = *i;
506 if(object->is_valid()) {
512 i = gameobjects.erase(i);
515 /* add newly created objects */
516 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
517 i != gameobjects_new.end(); ++i)
519 GameObject* object = *i;
521 Bullet* bullet = dynamic_cast<Bullet*> (object);
523 bullets.push_back(bullet);
525 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
527 moving_objects.push_back(movingobject);
529 grid->add_object(movingobject);
533 TileMap* tilemap = dynamic_cast<TileMap*> (object);
534 if(tilemap && tilemap->is_solid()) {
538 std::cerr << "Another solid tilemaps added. Ignoring.";
542 Camera* camera = dynamic_cast<Camera*> (object);
544 if(this->camera != 0) {
545 std::cerr << "Warning: Multiple cameras added. Ignoring.";
548 this->camera = camera;
551 gameobjects.push_back(object);
553 gameobjects_new.clear();
557 Sector::draw(DrawingContext& context)
559 context.push_transform();
560 context.set_translation(camera->get_translation());
563 CollisionGridIterator iter(*grid, get_active_region());
564 while(MovingObject* object = iter.next()) {
565 if(!object->is_valid())
568 object->draw(context);
571 for(GameObjects::iterator i = gameobjects.begin();
572 i != gameobjects.end(); ++i) {
573 GameObject* object = *i;
574 if(!object->is_valid())
577 object->draw(context);
581 context.pop_transform();
584 static const float DELTA = .001;
587 Sector::collision_tilemap(MovingObject* object, int depth)
591 std::cout << "Max collision depth reached.\n";
593 object->movement = Vector(0, 0);
597 // calculate rectangle where the object will move
599 if(object->get_movement().x >= 0) {
600 x1 = object->get_pos().x;
601 x2 = object->get_bbox().p2.x + object->get_movement().x;
603 x1 = object->get_pos().x + object->get_movement().x;
604 x2 = object->get_bbox().p2.x;
607 if(object->get_movement().y >= 0) {
608 y1 = object->get_pos().y;
609 y2 = object->get_bbox().p2.y + object->get_movement().y;
611 y1 = object->get_pos().y + object->get_movement().y;
612 y2 = object->get_bbox().p2.y;
615 // test with all tiles in this rectangle
616 int starttilex = int(x1-1) / 32;
617 int starttiley = int(y1-1) / 32;
618 int max_x = int(x2+1);
619 int max_y = int(y2+1);
621 TilemapCollisionHit temphit, hit;
622 Rect dest = object->get_bbox();
623 dest.move(object->movement);
625 hit.time = -1; // represents an invalid value
626 for(int x = starttilex; x*32 < max_x; ++x) {
627 for(int y = starttiley; y*32 < max_y; ++y) {
628 const Tile* tile = solids->get_tile(x, y);
631 // skip non-solid tiles
632 if(tile->getAttributes() == 0)
634 // only handle unisolid when the player is falling down and when he was
635 // above the tile before
636 if(tile->getAttributes() & Tile::UNISOLID) {
637 if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
641 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
643 Vector p1(x*32, y*32);
644 Vector p2((x+1)*32, (y+1)*32);
645 triangle = AATriangle(p1, p2, tile->getData());
647 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
649 hit.tileflags |= tile->getAttributes();
650 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
651 temphit.tileflags = hit.tileflags;
655 } else { // normal rectangular tile
656 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
657 if(Collision::rectangle_rectangle(temphit, dest,
658 object->movement, rect)) {
659 hit.tileflags |= tile->getAttributes();
660 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
661 temphit.tileflags = hit.tileflags;
669 // did we collide at all?
670 if(hit.tileflags == 0)
673 // call collision function
674 HitResponse response = object->collision(*solids, hit);
675 if(response == ABORT_MOVE) {
676 object->movement = Vector(0, 0);
679 if(response == FORCE_MOVE) {
682 // move out of collision and try again
683 object->movement += hit.normal * (hit.depth + DELTA);
684 collision_tilemap(object, depth+1);
688 Sector::collision_object(MovingObject* object1, MovingObject* object2)
691 Rect dest1 = object1->get_bbox();
692 dest1.move(object1->get_movement());
693 Rect dest2 = object2->get_bbox();
694 dest2.move(object2->get_movement());
696 Vector movement = object1->get_movement() - object2->get_movement();
697 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
698 HitResponse response1 = object1->collision(*object2, hit);
700 HitResponse response2 = object2->collision(*object1, hit);
702 if(response1 != CONTINUE) {
703 if(response1 == ABORT_MOVE)
704 object1->movement = Vector(0, 0);
705 if(response2 == CONTINUE)
706 object2->movement += hit.normal * (hit.depth + DELTA);
707 } else if(response2 != CONTINUE) {
708 if(response2 == ABORT_MOVE)
709 object2->movement = Vector(0, 0);
710 if(response1 == CONTINUE)
711 object1->movement += -hit.normal * (hit.depth + DELTA);
713 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
714 object2->movement += hit.normal * (hit.depth/2 + DELTA);
720 Sector::handle_collisions()
723 grid->check_collisions();
725 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
726 for(MovingObjects::iterator i = moving_objects.begin();
727 i != moving_objects.end(); ++i) {
728 MovingObject* movingobject = *i;
729 if(movingobject->get_group() != COLGROUP_MOVING
730 || !movingobject->is_valid())
733 // collision with tilemap
734 collision_tilemap(movingobject, 0);
736 // collision with other objects
737 for(MovingObjects::iterator i2 = i+1;
738 i2 != moving_objects.end(); ++i2) {
739 MovingObject* movingobject2 = *i2;
740 if(movingobject2->get_group() != COLGROUP_STATIC
741 || !movingobject2->is_valid())
744 collision_object(movingobject, movingobject2);
748 // part2: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
749 for(MovingObjects::iterator i = moving_objects.begin();
750 i != moving_objects.end(); ++i) {
751 MovingObject* moving_object = *i;
752 if(moving_object->get_group() != COLGROUP_MOVING
753 || !moving_object->is_valid())
756 for(MovingObjects::iterator i2 = moving_objects.begin();
757 i2 != moving_objects.end(); ++i2) {
758 MovingObject* moving_object_2 = *i2;
759 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
760 || !moving_object_2->is_valid())
763 collision_object(moving_object, moving_object_2);
767 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
768 for(MovingObjects::iterator i = moving_objects.begin();
769 i != moving_objects.end(); ++i) {
770 MovingObject* moving_object = *i;
772 if(moving_object->get_group() != COLGROUP_MOVING
773 || !moving_object->is_valid())
776 for(MovingObjects::iterator i2 = i+1;
777 i2 != moving_objects.end(); ++i2) {
778 MovingObject* moving_object_2 = *i2;
779 if(moving_object_2->get_group() != COLGROUP_MOVING
780 || !moving_object_2->is_valid())
783 collision_object(moving_object, moving_object_2);
787 // apply object movement
788 for(MovingObjects::iterator i = moving_objects.begin();
789 i != moving_objects.end(); ++i) {
790 MovingObject* moving_object = *i;
792 moving_object->bbox.move(moving_object->get_movement());
793 moving_object->movement = Vector(0, 0);
797 for(MovingObjects::iterator i = moving_objects.begin();
798 i != moving_objects.end(); ++i) {
799 MovingObject* movingobject = *i;
800 if(!movingobject->is_valid())
802 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
803 movingobject->bbox.move(movingobject->movement);
804 movingobject->movement = Vector(0, 0);
808 // collision with tilemap
809 if(! (movingobject->movement == Vector(0, 0)))
810 collision_tilemap(movingobject, 0);
812 // collision with other objects
813 for(MovingObjects::iterator i2 = i+1;
814 i2 != moving_objects.end(); ++i2) {
815 MovingObject* movingobject2 = *i2;
816 if(!movingobject2->is_valid()
817 || movingobject2->get_flags() & GameObject::FLAG_NO_COLLDET)
820 collision_object(movingobject, movingobject2);
823 movingobject->bbox.move(movingobject->get_movement());
824 movingobject->movement = Vector(0, 0);
832 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
834 // TODO remove this function and move these checks elsewhere...
835 static const size_t MAX_FIRE_BULLETS = 2;
836 static const size_t MAX_ICE_BULLETS = 1;
838 Bullet* new_bullet = 0;
839 if(player_status->bonus == FIRE_BONUS) {
840 if(bullets.size() > MAX_FIRE_BULLETS-1)
842 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
843 } else if(player_status->bonus == ICE_BONUS) {
844 if(bullets.size() > MAX_ICE_BULLETS-1)
846 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
850 add_object(new_bullet);
852 sound_manager->play("sounds/shoot.wav");
858 Sector::add_smoke_cloud(const Vector& pos)
860 add_object(new SmokeCloud(pos));
865 Sector::add_floating_text(const Vector& pos, const std::string& text)
867 add_object(new FloatingText(pos, text));
871 Sector::play_music(MusicType type)
874 switch(currentmusic) {
876 sound_manager->play_music(std::string("music/") + song_title);
879 sound_manager->play_music("music/salcon.ogg");
882 sound_manager->play_music("");
888 Sector::get_music_type()
894 Sector::get_total_badguys()
896 int total_badguys = 0;
897 for(GameObjects::iterator i = gameobjects.begin();
898 i != gameobjects.end(); ++i) {
899 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
900 if (badguy && badguy->countMe)
904 return total_badguys;
908 Sector::inside(const Rect& rect) const
910 if(rect.p1.x > solids->get_width() * 32
911 || rect.p1.y > solids->get_height() * 32
912 || rect.p2.x < 0 || rect.p2.y < 0)