1 // SuperTux - A Jump'n Run
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/sector.hpp"
22 #include "audio/sound_manager.hpp"
23 #include "badguy/jumpy.hpp"
24 #include "lisp/list_iterator.hpp"
25 #include "math/aatriangle.hpp"
26 #include "object/background.hpp"
27 #include "object/bonus_block.hpp"
28 #include "object/brick.hpp"
29 #include "object/bullet.hpp"
30 #include "object/camera.hpp"
31 #include "object/cloud_particle_system.hpp"
32 #include "object/coin.hpp"
33 #include "object/comet_particle_system.hpp"
34 #include "object/display_effect.hpp"
35 #include "object/ghost_particle_system.hpp"
36 #include "object/gradient.hpp"
37 #include "object/invisible_block.hpp"
38 #include "object/particlesystem.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/player.hpp"
41 #include "object/portable.hpp"
42 #include "object/pulsing_light.hpp"
43 #include "object/rain_particle_system.hpp"
44 #include "object/smoke_cloud.hpp"
45 #include "object/snow_particle_system.hpp"
46 #include "object/text_object.hpp"
47 #include "object/tilemap.hpp"
48 #include "physfs/ifile_stream.hpp"
49 #include "scripting/squirrel_util.hpp"
50 #include "supertux/collision.hpp"
51 #include "supertux/constants.hpp"
52 #include "supertux/game_session.hpp"
53 #include "supertux/globals.hpp"
54 #include "supertux/level.hpp"
55 #include "supertux/object_factory.hpp"
56 #include "supertux/player_status.hpp"
57 #include "supertux/spawn_point.hpp"
58 #include "supertux/tile.hpp"
59 #include "trigger/sequence_trigger.hpp"
60 #include "util/file_system.hpp"
62 Sector* Sector::_current = 0;
64 bool Sector::show_collrects = false;
65 bool Sector::draw_solids_only = false;
67 Sector::Sector(Level* parent) :
73 currentmusic(LEVEL_MUSIC),
76 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
88 add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
89 add_object(new DisplayEffect("Effect"));
90 add_object(new TextObject("Text"));
92 sound_manager->preload("sounds/shoot.wav");
94 // create a new squirrel table for the sector
95 using namespace scripting;
97 sq_collectgarbage(global_vm);
99 sq_newtable(global_vm);
100 sq_pushroottable(global_vm);
101 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
102 throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
104 sq_resetobject(§or_table);
105 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
106 throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
107 sq_addref(global_vm, §or_table);
108 sq_pop(global_vm, 1);
113 using namespace scripting;
117 for(ScriptList::iterator i = scripts.begin();
118 i != scripts.end(); ++i) {
119 HSQOBJECT& object = *i;
120 sq_release(global_vm, &object);
122 sq_release(global_vm, §or_table);
123 sq_collectgarbage(global_vm);
125 update_game_objects();
126 assert(gameobjects_new.size() == 0);
128 for(GameObjects::iterator i = gameobjects.begin();
129 i != gameobjects.end(); ++i) {
130 GameObject* object = *i;
131 before_object_remove(object);
135 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
147 Sector::parse_object(const std::string& name, const Reader& reader)
149 if(name == "camera") {
150 Camera* camera = new Camera(this, "Camera");
151 camera->parse(reader);
153 } else if(name == "particles-snow") {
154 SnowParticleSystem* partsys = new SnowParticleSystem();
155 partsys->parse(reader);
157 } else if(name == "particles-rain") {
158 RainParticleSystem* partsys = new RainParticleSystem();
159 partsys->parse(reader);
161 } else if(name == "particles-comets") {
162 CometParticleSystem* partsys = new CometParticleSystem();
163 partsys->parse(reader);
165 } else if(name == "particles-ghosts") {
166 GhostParticleSystem* partsys = new GhostParticleSystem();
167 partsys->parse(reader);
169 } else if(name == "particles-clouds") {
170 CloudParticleSystem* partsys = new CloudParticleSystem();
171 partsys->parse(reader);
173 } else if(name == "money") { // for compatibility with old maps
174 return new Jumpy(reader);
177 return ObjectFactory::instance().create(name, reader);
178 } catch(std::exception& e) {
179 log_warning << e.what() << "" << std::endl;
186 Sector::parse(const Reader& sector)
188 bool has_background = false;
189 lisp::ListIterator iter(§or);
191 const std::string& token = iter.item();
192 if(token == "name") {
193 iter.value()->get(name);
194 } else if(token == "gravity") {
195 iter.value()->get(gravity);
196 } else if(token == "music") {
197 iter.value()->get(music);
198 } else if(token == "spawnpoint") {
199 SpawnPoint* sp = new SpawnPoint(*iter.lisp());
200 spawnpoints.push_back(sp);
201 } else if(token == "init-script") {
202 iter.value()->get(init_script);
203 } else if(token == "ambient-light") {
204 std::vector<float> vColor;
205 sector.get( "ambient-light", vColor );
206 if(vColor.size() < 3) {
207 log_warning << "(ambient-light) requires a color as argument" << std::endl;
209 ambient_light = Color( vColor );
212 GameObject* object = parse_object(token, *(iter.lisp()));
214 if(dynamic_cast<Background *>(object)) {
215 has_background = true;
216 } else if(dynamic_cast<Gradient *>(object)) {
217 has_background = true;
224 if(!has_background) {
225 Gradient* gradient = new Gradient();
226 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
227 add_object(gradient);
230 update_game_objects();
232 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
236 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
237 update_game_objects();
238 add_object(new Camera(this, "Camera"));
241 update_game_objects();
245 Sector::parse_old_format(const Reader& reader)
248 reader.get("gravity", gravity);
250 std::string backgroundimage;
251 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
252 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
253 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
254 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
255 backgroundimage = "images/background/" + backgroundimage;
256 if (!PHYSFS_exists(backgroundimage.c_str())) {
257 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
258 backgroundimage = "";
263 reader.get("bkgd_speed", bgspeed);
266 Color bkgd_top, bkgd_bottom;
267 int r = 0, g = 0, b = 128;
268 reader.get("bkgd_red_top", r);
269 reader.get("bkgd_green_top", g);
270 reader.get("bkgd_blue_top", b);
271 bkgd_top.red = static_cast<float> (r) / 255.0f;
272 bkgd_top.green = static_cast<float> (g) / 255.0f;
273 bkgd_top.blue = static_cast<float> (b) / 255.0f;
275 reader.get("bkgd_red_bottom", r);
276 reader.get("bkgd_green_bottom", g);
277 reader.get("bkgd_blue_bottom", b);
278 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
279 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
280 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
282 if(backgroundimage != "") {
283 Background* background = new Background();
284 background->set_image(backgroundimage, bgspeed);
285 add_object(background);
287 Gradient* gradient = new Gradient();
288 gradient->set_gradient(bkgd_top, bkgd_bottom);
289 add_object(gradient);
292 std::string particlesystem;
293 reader.get("particle_system", particlesystem);
294 if(particlesystem == "clouds")
295 add_object(new CloudParticleSystem());
296 else if(particlesystem == "snow")
297 add_object(new SnowParticleSystem());
298 else if(particlesystem == "rain")
299 add_object(new RainParticleSystem());
301 Vector startpos(100, 170);
302 reader.get("start_pos_x", startpos.x);
303 reader.get("start_pos_y", startpos.y);
305 SpawnPoint* spawn = new SpawnPoint;
306 spawn->pos = startpos;
307 spawn->name = "main";
308 spawnpoints.push_back(spawn);
310 music = "chipdisko.ogg";
311 // skip reading music filename. It's all .ogg now, anyway
313 reader.get("music", music);
315 music = "music/" + music;
317 int width = 30, height = 15;
318 reader.get("width", width);
319 reader.get("height", height);
321 std::vector<unsigned int> tiles;
322 if(reader.get("interactive-tm", tiles)
323 || reader.get("tilemap", tiles)) {
324 TileMap* tilemap = new TileMap(level->get_tileset());
325 tilemap->set(width, height, tiles, LAYER_TILES, true);
327 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
328 for(size_t x=0; x < tilemap->get_width(); ++x) {
329 for(size_t y=0; y < tilemap->get_height(); ++y) {
330 uint32_t id = tilemap->get_tile_id(x, y);
332 tilemap->change(x, y, 1311);
336 if (height < 19) tilemap->resize(width, 19);
340 if(reader.get("background-tm", tiles)) {
341 TileMap* tilemap = new TileMap(level->get_tileset());
342 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
343 if (height < 19) tilemap->resize(width, 19);
347 if(reader.get("foreground-tm", tiles)) {
348 TileMap* tilemap = new TileMap(level->get_tileset());
349 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
351 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
352 if (height < 19) tilemap->resize(width, 19, 2035);
357 // read reset-points (now spawn-points)
358 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
360 lisp::ListIterator iter(resetpoints);
362 if(iter.item() == "point") {
364 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
366 SpawnPoint* sp = new SpawnPoint;
369 spawnpoints.push_back(sp);
372 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
378 const lisp::Lisp* objects = reader.get_lisp("objects");
380 lisp::ListIterator iter(objects);
382 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
386 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
392 Camera* camera = new Camera(this, "Camera");
395 update_game_objects();
397 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
400 update_game_objects();
404 Sector::fix_old_tiles()
406 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
407 TileMap* solids = *i;
408 for(size_t x=0; x < solids->get_width(); ++x) {
409 for(size_t y=0; y < solids->get_height(); ++y) {
410 uint32_t id = solids->get_tile_id(x, y);
411 const Tile *tile = solids->get_tile(x, y);
412 Vector pos = solids->get_tile_position(x, y);
415 add_object(new InvisibleBlock(pos));
416 solids->change(x, y, 0);
417 } else if(tile->getAttributes() & Tile::COIN) {
418 add_object(new Coin(pos));
419 solids->change(x, y, 0);
420 } else if(tile->getAttributes() & Tile::FULLBOX) {
421 add_object(new BonusBlock(pos, tile->getData()));
422 solids->change(x, y, 0);
423 } else if(tile->getAttributes() & Tile::BRICK) {
424 add_object(new Brick(pos, tile->getData()));
425 solids->change(x, y, 0);
426 } else if(tile->getAttributes() & Tile::GOAL) {
427 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
428 add_object(new SequenceTrigger(pos, sequence));
429 solids->change(x, y, 0);
435 // add lights for special tiles
436 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
437 TileMap* tm = dynamic_cast<TileMap*>(*i);
439 for(size_t x=0; x < tm->get_width(); ++x) {
440 for(size_t y=0; y < tm->get_height(); ++y) {
441 uint32_t id = tm->get_tile_id(x, y);
442 Vector pos = tm->get_tile_position(x, y);
443 Vector center = pos + Vector(16, 16);
447 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
448 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
451 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
452 // space lights a bit
453 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
454 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
455 || ((x % 3 == 0) && (y % 3 == 0))) {
456 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
457 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
468 Sector::run_script(std::istream& in, const std::string& sourcename)
470 using namespace scripting;
472 // garbage collect thread list
473 for(ScriptList::iterator i = scripts.begin();
474 i != scripts.end(); ) {
475 HSQOBJECT& object = *i;
476 HSQUIRRELVM vm = object_to_vm(object);
478 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
479 sq_release(global_vm, &object);
480 i = scripts.erase(i);
487 HSQOBJECT object = create_thread(global_vm);
488 scripts.push_back(object);
490 HSQUIRRELVM vm = object_to_vm(object);
492 // set sector_table as roottable for the thread
493 sq_pushobject(vm, sector_table);
497 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
498 } catch(std::exception& e) {
499 log_warning << "Error running script: " << e.what() << std::endl;
506 Sector::add_object(GameObject* object)
508 // make sure the object isn't already in the list
510 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
512 assert(*i != object);
514 for(GameObjects::iterator i = gameobjects_new.begin();
515 i != gameobjects_new.end(); ++i) {
516 assert(*i != object);
521 gameobjects_new.push_back(object);
525 Sector::activate(const std::string& spawnpoint)
528 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
530 if((*i)->name == spawnpoint) {
536 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
537 if(spawnpoint != "main") {
540 activate(Vector(0, 0));
548 Sector::activate(const Vector& player_pos)
550 if(_current != this) {
552 _current->deactivate();
555 // register sectortable as sector in scripting
556 HSQUIRRELVM vm = scripting::global_vm;
557 sq_pushroottable(vm);
558 sq_pushstring(vm, "sector", -1);
559 sq_pushobject(vm, sector_table);
560 if(SQ_FAILED(sq_createslot(vm, -3)))
561 throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
564 for(GameObjects::iterator i = gameobjects.begin();
565 i != gameobjects.end(); ++i) {
566 GameObject* object = *i;
574 // two-player hack: move other players to main player's position
575 // Maybe specify 2 spawnpoints in the level?
576 for(GameObjects::iterator i = gameobjects.begin();
577 i != gameobjects.end(); ++i) {
578 Player* p = dynamic_cast<Player*>(*i);
581 // spawn smalltux below spawnpoint
583 p->move(player_pos + Vector(0,32));
588 // spawning tux in the ground would kill him
589 if(!is_free_of_tiles(p->get_bbox())) {
590 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
591 Vector npos = p->get_bbox().p1;
597 camera->reset(player->get_pos());
598 update_game_objects();
600 //Run default.nut just before init script
601 //Check to see if it's in a levelset (info file)
602 std::string basedir = FileSystem::dirname(get_level()->filename);
603 if(PHYSFS_exists((basedir + "/info").c_str())) {
605 IFileStream in(basedir + "/default.nut");
606 run_script(in, "default.nut");
607 } catch(std::exception& ) {
608 // doesn't exist or erroneous; do nothing
613 if(init_script != "") {
614 std::istringstream in(init_script);
615 run_script(in, "init-script");
625 // remove sector entry from global vm
626 HSQUIRRELVM vm = scripting::global_vm;
627 sq_pushroottable(vm);
628 sq_pushstring(vm, "sector", -1);
629 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
630 throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
633 for(GameObjects::iterator i = gameobjects.begin();
634 i != gameobjects.end(); ++i) {
635 GameObject* object = *i;
637 try_unexpose(object);
645 Sector::get_active_region()
648 camera->get_translation() - Vector(1600, 1200),
649 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
653 Sector::update(float elapsed_time)
655 player->check_bounds();
658 for(GameObjects::iterator i = gameobjects.begin();
659 i != gameobjects.end(); ++i) {
660 GameObject* object = *i;
661 if(!object->is_valid())
664 object->update(elapsed_time);
667 /* Handle all possible collisions. */
669 update_game_objects();
673 Sector::update_game_objects()
675 /** cleanup marked objects */
676 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
677 i != gameobjects.end(); /* nothing */) {
678 GameObject* object = *i;
680 if(object->is_valid()) {
685 before_object_remove(object);
688 i = gameobjects.erase(i);
691 /* add newly created objects */
692 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
693 i != gameobjects_new.end(); ++i)
695 GameObject* object = *i;
697 before_object_add(object);
699 gameobjects.push_back(object);
701 gameobjects_new.clear();
703 /* update solid_tilemaps list */
704 //FIXME: this could be more efficient
705 solid_tilemaps.clear();
706 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
707 i != gameobjects.end(); ++i)
709 TileMap* tm = dynamic_cast<TileMap*>(*i);
711 if (tm->is_solid()) solid_tilemaps.push_back(tm);
717 Sector::before_object_add(GameObject* object)
719 Bullet* bullet = dynamic_cast<Bullet*> (object);
721 bullets.push_back(bullet);
724 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
725 if(movingobject != NULL) {
726 moving_objects.push_back(movingobject);
729 Portable* portable = dynamic_cast<Portable*> (object);
730 if(portable != NULL) {
731 portables.push_back(portable);
734 TileMap* tilemap = dynamic_cast<TileMap*> (object);
735 if(tilemap != NULL && tilemap->is_solid()) {
736 solid_tilemaps.push_back(tilemap);
739 Camera* camera = dynamic_cast<Camera*> (object);
741 if(this->camera != 0) {
742 log_warning << "Multiple cameras added. Ignoring" << std::endl;
745 this->camera = camera;
748 Player* player = dynamic_cast<Player*> (object);
750 if(this->player != 0) {
751 log_warning << "Multiple players added. Ignoring" << std::endl;
754 this->player = player;
757 DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
759 if(this->effect != 0) {
760 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
763 this->effect = effect;
766 if(_current == this) {
774 Sector::try_expose(GameObject* object)
776 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
777 if(object_ != NULL) {
778 HSQUIRRELVM vm = scripting::global_vm;
779 sq_pushobject(vm, sector_table);
780 object_->expose(vm, -1);
786 Sector::try_expose_me()
788 HSQUIRRELVM vm = scripting::global_vm;
789 sq_pushobject(vm, sector_table);
790 scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
791 expose_object(vm, -1, this_, "settings", false);
796 Sector::before_object_remove(GameObject* object)
798 Portable* portable = dynamic_cast<Portable*> (object);
799 if(portable != NULL) {
800 portables.erase(std::find(portables.begin(), portables.end(), portable));
802 Bullet* bullet = dynamic_cast<Bullet*> (object);
804 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
806 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
807 if(moving_object != NULL) {
808 moving_objects.erase(
809 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
813 try_unexpose(object);
817 Sector::try_unexpose(GameObject* object)
819 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
820 if(object_ != NULL) {
821 HSQUIRRELVM vm = scripting::global_vm;
822 SQInteger oldtop = sq_gettop(vm);
823 sq_pushobject(vm, sector_table);
825 object_->unexpose(vm, -1);
826 } catch(std::exception& e) {
827 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
829 sq_settop(vm, oldtop);
834 Sector::try_unexpose_me()
836 HSQUIRRELVM vm = scripting::global_vm;
837 SQInteger oldtop = sq_gettop(vm);
838 sq_pushobject(vm, sector_table);
840 scripting::unexpose_object(vm, -1, "settings");
841 } catch(std::exception& e) {
842 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
844 sq_settop(vm, oldtop);
847 Sector::draw(DrawingContext& context)
849 context.set_ambient_color( ambient_light );
850 context.push_transform();
851 context.set_translation(camera->get_translation());
853 for(GameObjects::iterator i = gameobjects.begin();
854 i != gameobjects.end(); ++i) {
855 GameObject* object = *i;
856 if(!object->is_valid())
859 if (draw_solids_only)
861 TileMap* tm = dynamic_cast<TileMap*>(object);
862 if (tm && !tm->is_solid())
866 object->draw(context);
870 Color color(1.0f, 0.0f, 0.0f, 0.75f);
871 for(MovingObjects::iterator i = moving_objects.begin();
872 i != moving_objects.end(); ++i) {
873 MovingObject* object = *i;
874 const Rectf& rect = object->get_bbox();
876 context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
880 context.pop_transform();
883 /*-------------------------------------------------------------------------
884 * Collision Detection
885 *-------------------------------------------------------------------------*/
887 /** r1 is supposed to be moving, r2 a solid object */
888 void check_collisions(collision::Constraints* constraints,
889 const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
890 GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
892 if(!collision::intersects(obj_rect, other_rect))
895 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
897 if(other != NULL && !other->collides(*object, dummy))
899 if(moving_object != NULL && !moving_object->collides(*other, dummy))
902 // calculate intersection
903 float itop = obj_rect.get_bottom() - other_rect.get_top();
904 float ibottom = other_rect.get_bottom() - obj_rect.get_top();
905 float ileft = obj_rect.get_right() - other_rect.get_left();
906 float iright = other_rect.get_right() - obj_rect.get_left();
908 if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
909 if(ileft < SHIFT_DELTA) {
910 constraints->constrain_right(other_rect.get_left(), other_movement.x);
912 } else if(iright < SHIFT_DELTA) {
913 constraints->constrain_left(other_rect.get_right(), other_movement.x);
917 // shiftout bottom/top
918 if(itop < SHIFT_DELTA) {
919 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
921 } else if(ibottom < SHIFT_DELTA) {
922 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
927 constraints->ground_movement += other_movement;
929 HitResponse response = other->collision(*object, dummy);
930 if(response == ABORT_MOVE)
933 if(other->get_movement() != Vector(0, 0)) {
934 // TODO what todo when we collide with 2 moving objects?!?
935 constraints->ground_movement = other->get_movement();
939 float vert_penetration = std::min(itop, ibottom);
940 float horiz_penetration = std::min(ileft, iright);
941 if(vert_penetration < horiz_penetration) {
943 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
944 constraints->hit.bottom = true;
946 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
947 constraints->hit.top = true;
951 constraints->constrain_right(other_rect.get_left(), other_movement.x);
952 constraints->hit.right = true;
954 constraints->constrain_left(other_rect.get_right(), other_movement.x);
955 constraints->hit.left = true;
960 /* Returns zero if a unisolid tile is non-solid due to the movement direction,
961 * non-zero if the tile is solid due to direction. */
962 int check_movement_unisolid (Vector movement, const Tile* tile)
970 #define MV_NON_SOLID 0
973 /* If the tile is not a slope, this is very easy. */
974 if ((tile->getAttributes() & Tile::SLOPE) == 0)
976 if (movement.y >= 0) /* moving down */
982 /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
983 * that we can always use the "SOUTHEAST" case of the slope. The southeast
984 * case is the following:
990 mv_x = (double) movement.x;
991 mv_y = (double) movement.y;
993 slope_info = tile->getData();
994 switch (slope_info & AATriangle::DIRECTION_MASK)
996 case AATriangle::SOUTHEAST: /* . */
997 /* do nothing */ /* /! */
1000 case AATriangle::SOUTHWEST: /* . */
1001 mv_x *= (-1.0); /* !\ */
1004 case AATriangle::NORTHEAST: /* +--+ */
1005 mv_y *= (-1.0); /* \ ! */
1008 case AATriangle::NORTHWEST: /* +--+ */
1009 mv_x *= (-1.0); /* ! / */
1010 mv_y *= (-1.0); /* !/ */
1012 } /* switch (slope_info & DIRECTION_MASK) */
1014 /* Handle the easy cases first */
1015 /* If we're moving to the right and down, then the slope is solid. */
1016 if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
1018 /* If we're moving to the left and up, then the slope is not solid. */
1019 else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
1020 return MV_NON_SOLID;
1022 /* The pure up-down and left-right movements have already been handled. */
1023 assert (mv_x != 0.0);
1024 assert (mv_y != 0.0);
1026 /* calculate tangent of movement */
1027 mv_tan = (-1.0) * mv_y / mv_x;
1029 /* determine tangent of the slope */
1031 if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
1032 || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_TOP))
1033 slope_tan = 0.5; /* ~= 26.6 deg */
1034 else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
1035 || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
1036 slope_tan = 2.0; /* ~= 63.4 deg */
1039 if (mv_x > 0.0) /* 1st quadrant */
1041 assert (mv_y < 0.0);
1042 if (mv_tan <= slope_tan)
1045 return MV_NON_SOLID;
1048 else if (mv_x < 0.0) /* 3rd quadrant */
1050 assert (mv_y > 0.0);
1051 if (mv_tan >= slope_tan)
1054 return MV_NON_SOLID;
1062 } /* int check_movement_unisolid */
1064 int is_above_line (float l_x, float l_y, float m,
1065 float p_x, float p_y)
1067 float interp_y = (l_y + (m * (p_x - l_x)));
1068 if (interp_y == p_y)
1070 else if (interp_y > p_y)
1076 int is_below_line (float l_x, float l_y, float m,
1077 float p_x, float p_y)
1079 if (is_above_line (l_x, l_y, m, p_x, p_y))
1085 int check_position_unisolid (const Rectf& obj_bbox,
1086 const Rectf& tile_bbox,
1098 #define POS_NON_SOLID 0
1101 /* If this is not a slope, this is - again - easy */
1102 if ((tile->getAttributes() & Tile::SLOPE) == 0)
1104 if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
1107 return POS_NON_SOLID;
1110 /* There are 20 different cases. For each case, calculate a line that
1111 * describes the slope's surface. The line is defined by x, y, and m, the
1113 slope_info = tile->getData();
1115 & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
1117 case AATriangle::SOUTHWEST:
1118 case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
1119 case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
1120 case AATriangle::NORTHEAST:
1121 case AATriangle::NORTHEAST | AATriangle::DEFORM_TOP:
1122 case AATriangle::NORTHEAST | AATriangle::DEFORM_LEFT:
1123 tile_x = tile_bbox.get_left ();
1124 tile_y = tile_bbox.get_top ();
1128 case AATriangle::SOUTHEAST:
1129 case AATriangle::SOUTHEAST | AATriangle::DEFORM_TOP:
1130 case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
1131 case AATriangle::NORTHWEST:
1132 case AATriangle::NORTHWEST | AATriangle::DEFORM_TOP:
1133 case AATriangle::NORTHWEST | AATriangle::DEFORM_RIGHT:
1134 tile_x = tile_bbox.get_right ();
1135 tile_y = tile_bbox.get_top ();
1139 case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
1140 case AATriangle::SOUTHEAST | AATriangle::DEFORM_LEFT:
1141 case AATriangle::NORTHWEST | AATriangle::DEFORM_BOTTOM:
1142 case AATriangle::NORTHWEST | AATriangle::DEFORM_LEFT:
1143 tile_x = tile_bbox.get_left ();
1144 tile_y = tile_bbox.get_bottom ();
1148 case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
1149 case AATriangle::SOUTHWEST | AATriangle::DEFORM_RIGHT:
1150 case AATriangle::NORTHEAST | AATriangle::DEFORM_BOTTOM:
1151 case AATriangle::NORTHEAST | AATriangle::DEFORM_RIGHT:
1152 tile_x = tile_bbox.get_right ();
1153 tile_y = tile_bbox.get_bottom ();
1159 return POS_NON_SOLID;
1162 /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
1163 * sign of the values only. Also, we determine here which corner of the
1164 * object's bounding box is the interesting one for us. */
1165 delta_x = 1.0 * SHIFT_DELTA;
1166 delta_y = 1.0 * SHIFT_DELTA;
1167 switch (slope_info & AATriangle::DIRECTION_MASK)
1169 case AATriangle::SOUTHWEST:
1172 obj_x = obj_bbox.get_left ();
1173 obj_y = obj_bbox.get_bottom ();
1176 case AATriangle::SOUTHEAST:
1179 obj_x = obj_bbox.get_right ();
1180 obj_y = obj_bbox.get_bottom ();
1183 case AATriangle::NORTHWEST:
1186 obj_x = obj_bbox.get_left ();
1187 obj_y = obj_bbox.get_top ();
1190 case AATriangle::NORTHEAST:
1193 obj_x = obj_bbox.get_right ();
1194 obj_y = obj_bbox.get_top ();
1198 /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
1200 switch (slope_info & AATriangle::DEFORM_MASK)
1203 delta_x *= .70710678118654752440; /* 1/sqrt(2) */
1204 delta_y *= .70710678118654752440; /* 1/sqrt(2) */
1207 case AATriangle::DEFORM_BOTTOM:
1208 case AATriangle::DEFORM_TOP:
1209 delta_x *= .44721359549995793928; /* 1/sqrt(5) */
1210 delta_y *= .89442719099991587856; /* 2/sqrt(5) */
1214 case AATriangle::DEFORM_LEFT:
1215 case AATriangle::DEFORM_RIGHT:
1216 delta_x *= .89442719099991587856; /* 2/sqrt(5) */
1217 delta_y *= .44721359549995793928; /* 1/sqrt(5) */
1222 /* With a south slope, check if all points are above the line. If one point
1223 * isn't, the slope is not solid. => You can pass through a south-slope from
1224 * below but not from above. */
1225 if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
1226 || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
1228 if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1229 return (POS_NON_SOLID);
1233 /* northwest or northeast. Same as above, but inverted. You can pass from top
1234 * to bottom but not vice versa. */
1237 if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1238 return (POS_NON_SOLID);
1243 #undef POS_NON_SOLID
1245 } /* int check_position_unisolid */
1248 Sector::collision_tilemap(collision::Constraints* constraints,
1249 const Vector& movement, const Rectf& dest,
1250 MovingObject& object) const
1252 // calculate rectangle where the object will move
1253 float x1 = dest.get_left();
1254 float x2 = dest.get_right();
1255 float y1 = dest.get_top();
1256 float y2 = dest.get_bottom();
1258 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1259 TileMap* solids = *i;
1261 // test with all tiles in this rectangle
1262 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1264 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1265 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1266 const Tile* tile = solids->get_tile(x, y);
1269 // skip non-solid tiles
1270 if((tile->getAttributes() & Tile::SOLID) == 0)
1272 Rectf tile_bbox = solids->get_tile_bbox(x, y);
1274 // only handle unisolid when the player is falling down and when he was
1275 // above the tile before
1276 if(tile->getAttributes() & Tile::UNISOLID) {
1278 Vector relative_movement = movement
1279 - solids->get_movement(/* actual = */ true);
1281 /* Check if the tile is solid given the current movement. This works
1282 * for south-slopes (which are solid when moving "down") and
1283 * north-slopes (which are solid when moving "up". "up" and "down" is
1284 * in quotation marks because because the slope's gradient is taken.
1285 * Also, this uses the movement relative to the tilemaps own movement
1286 * (if any). --octo */
1287 status = check_movement_unisolid (relative_movement, tile);
1288 /* If zero is returned, the unisolid tile is non-solid. */
1292 /* Check whether the object is already *in* the tile. If so, the tile
1293 * is non-solid. Otherwise, if the object is "above" (south slopes)
1294 * or "below" (north slopes), the tile will be solid. */
1295 status = check_position_unisolid (object.get_bbox(), tile_bbox, tile);
1300 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
1301 AATriangle triangle;
1302 int slope_data = tile->getData();
1303 if (solids->get_drawing_effect() == VERTICAL_FLIP)
1304 slope_data = AATriangle::vertical_flip(slope_data);
1305 triangle = AATriangle(tile_bbox, slope_data);
1307 collision::rectangle_aatriangle(constraints, dest, triangle,
1308 solids->get_movement(/* actual = */ false));
1309 } else { // normal rectangular tile
1310 check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
1311 solids->get_movement(/* actual = */ false));
1319 Sector::collision_tile_attributes(const Rectf& dest) const
1321 float x1 = dest.p1.x;
1322 float y1 = dest.p1.y;
1323 float x2 = dest.p2.x;
1324 float y2 = dest.p2.y;
1326 uint32_t result = 0;
1327 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1328 TileMap* solids = *i;
1330 // test with all tiles in this rectangle
1331 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1332 // For ice (only), add a little fudge to recognize tiles Tux is standing on.
1333 Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
1335 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1337 for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
1338 const Tile* tile = solids->get_tile(x, y);
1341 result |= tile->getAttributes();
1343 for(; y < test_tiles_ice.bottom; ++y) {
1344 const Tile* tile = solids->get_tile(x, y);
1347 result |= (tile->getAttributes() & Tile::ICE);
1355 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1356 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
1359 float itop = r1.get_bottom() - r2.get_top();
1360 float ibottom = r2.get_bottom() - r1.get_top();
1361 float ileft = r1.get_right() - r2.get_left();
1362 float iright = r2.get_right() - r1.get_left();
1364 float vert_penetration = std::min(itop, ibottom);
1365 float horiz_penetration = std::min(ileft, iright);
1366 if(vert_penetration < horiz_penetration) {
1367 if(itop < ibottom) {
1369 normal.y = vert_penetration;
1372 normal.y = -vert_penetration;
1375 if(ileft < iright) {
1377 normal.x = horiz_penetration;
1380 normal.x = -horiz_penetration;
1386 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1388 using namespace collision;
1390 const Rectf& r1 = object1->dest;
1391 const Rectf& r2 = object2->dest;
1394 if(intersects(object1->dest, object2->dest)) {
1396 get_hit_normal(r1, r2, hit, normal);
1398 if(!object1->collides(*object2, hit))
1400 std::swap(hit.left, hit.right);
1401 std::swap(hit.top, hit.bottom);
1402 if(!object2->collides(*object1, hit))
1404 std::swap(hit.left, hit.right);
1405 std::swap(hit.top, hit.bottom);
1407 HitResponse response1 = object1->collision(*object2, hit);
1408 std::swap(hit.left, hit.right);
1409 std::swap(hit.top, hit.bottom);
1410 HitResponse response2 = object2->collision(*object1, hit);
1411 if(response1 == CONTINUE && response2 == CONTINUE) {
1412 normal *= (0.5 + DELTA);
1413 object1->dest.move(-normal);
1414 object2->dest.move(normal);
1415 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1416 normal *= (1 + DELTA);
1417 object1->dest.move(-normal);
1418 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1419 normal *= (1 + DELTA);
1420 object2->dest.move(normal);
1426 Sector::collision_static(collision::Constraints* constraints,
1427 const Vector& movement, const Rectf& dest,
1428 MovingObject& object)
1430 collision_tilemap(constraints, movement, dest, object);
1432 // collision with other (static) objects
1433 for(MovingObjects::iterator i = moving_objects.begin();
1434 i != moving_objects.end(); ++i) {
1435 MovingObject* moving_object = *i;
1436 if(moving_object->get_group() != COLGROUP_STATIC
1437 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1439 if(!moving_object->is_valid())
1442 if(moving_object != &object)
1443 check_collisions(constraints, movement, dest, moving_object->bbox,
1444 &object, moving_object);
1449 Sector::collision_static_constrains(MovingObject& object)
1451 using namespace collision;
1452 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1454 Constraints constraints;
1455 Vector movement = object.get_movement();
1456 Rectf& dest = object.dest;
1457 float owidth = object.get_bbox().get_width();
1458 float oheight = object.get_bbox().get_height();
1460 for(int i = 0; i < 2; ++i) {
1461 collision_static(&constraints, Vector(0, movement.y), dest, object);
1462 if(!constraints.has_constraints())
1465 // apply calculated horizontal constraints
1466 if(constraints.get_position_bottom() < infinity) {
1467 float height = constraints.get_height ();
1468 if(height < oheight) {
1469 // we're crushed, but ignore this for now, we'll get this again
1470 // later if we're really crushed or things will solve itself when
1471 // looking at the vertical constraints
1473 dest.p2.y = constraints.get_position_bottom() - DELTA;
1474 dest.p1.y = dest.p2.y - oheight;
1475 } else if(constraints.get_position_top() > -infinity) {
1476 dest.p1.y = constraints.get_position_top() + DELTA;
1477 dest.p2.y = dest.p1.y + oheight;
1480 if(constraints.has_constraints()) {
1481 if(constraints.hit.bottom) {
1482 dest.move(constraints.ground_movement);
1484 if(constraints.hit.top || constraints.hit.bottom) {
1485 constraints.hit.left = false;
1486 constraints.hit.right = false;
1487 object.collision_solid(constraints.hit);
1491 constraints = Constraints();
1492 for(int i = 0; i < 2; ++i) {
1493 collision_static(&constraints, movement, dest, object);
1494 if(!constraints.has_constraints())
1497 // apply calculated vertical constraints
1498 float width = constraints.get_width ();
1499 if(width < infinity) {
1500 if(width + SHIFT_DELTA < owidth) {
1502 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1503 constraints.get_position_left(), constraints.get_position_right());
1509 object.collision_solid(h);
1511 float xmid = constraints.get_x_midpoint ();
1512 dest.p1.x = xmid - owidth/2;
1513 dest.p2.x = xmid + owidth/2;
1515 } else if(constraints.get_position_right() < infinity) {
1516 dest.p2.x = constraints.get_position_right() - DELTA;
1517 dest.p1.x = dest.p2.x - owidth;
1518 } else if(constraints.get_position_left() > -infinity) {
1519 dest.p1.x = constraints.get_position_left() + DELTA;
1520 dest.p2.x = dest.p1.x + owidth;
1524 if(constraints.has_constraints()) {
1525 if( constraints.hit.left || constraints.hit.right
1526 || constraints.hit.top || constraints.hit.bottom
1527 || constraints.hit.crush )
1528 object.collision_solid(constraints.hit);
1531 // an extra pass to make sure we're not crushed horizontally
1532 constraints = Constraints();
1533 collision_static(&constraints, movement, dest, object);
1534 if(constraints.get_position_bottom() < infinity) {
1535 float height = constraints.get_height ();
1536 if(height + SHIFT_DELTA < oheight) {
1538 printf("Object %p crushed vertically...\n", &object);
1544 object.collision_solid(h);
1550 const float MAX_SPEED = 16.0f;
1554 Sector::handle_collisions()
1556 using namespace collision;
1558 // calculate destination positions of the objects
1559 for(MovingObjects::iterator i = moving_objects.begin();
1560 i != moving_objects.end(); ++i) {
1561 MovingObject* moving_object = *i;
1562 Vector mov = moving_object->get_movement();
1564 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1565 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1566 moving_object->movement = mov.unit() * MAX_SPEED;
1567 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1570 moving_object->dest = moving_object->get_bbox();
1571 moving_object->dest.move(moving_object->get_movement());
1574 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1575 for(MovingObjects::iterator i = moving_objects.begin();
1576 i != moving_objects.end(); ++i) {
1577 MovingObject* moving_object = *i;
1578 if((moving_object->get_group() != COLGROUP_MOVING
1579 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1580 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1581 || !moving_object->is_valid())
1584 collision_static_constrains(*moving_object);
1587 // part2: COLGROUP_MOVING vs tile attributes
1588 for(MovingObjects::iterator i = moving_objects.begin();
1589 i != moving_objects.end(); ++i) {
1590 MovingObject* moving_object = *i;
1591 if((moving_object->get_group() != COLGROUP_MOVING
1592 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1593 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1594 || !moving_object->is_valid())
1597 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1598 if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
1599 moving_object->collision_tile(tile_attributes);
1603 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1604 for(MovingObjects::iterator i = moving_objects.begin();
1605 i != moving_objects.end(); ++i) {
1606 MovingObject* moving_object = *i;
1607 if((moving_object->get_group() != COLGROUP_MOVING
1608 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1609 || !moving_object->is_valid())
1612 for(MovingObjects::iterator i2 = moving_objects.begin();
1613 i2 != moving_objects.end(); ++i2) {
1614 MovingObject* moving_object_2 = *i2;
1615 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1616 || !moving_object_2->is_valid())
1619 if(intersects(moving_object->dest, moving_object_2->dest)) {
1622 get_hit_normal(moving_object->dest, moving_object_2->dest,
1624 if(!moving_object->collides(*moving_object_2, hit))
1626 if(!moving_object_2->collides(*moving_object, hit))
1629 moving_object->collision(*moving_object_2, hit);
1630 moving_object_2->collision(*moving_object, hit);
1635 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1636 for(MovingObjects::iterator i = moving_objects.begin();
1637 i != moving_objects.end(); ++i) {
1638 MovingObject* moving_object = *i;
1640 if((moving_object->get_group() != COLGROUP_MOVING
1641 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1642 || !moving_object->is_valid())
1645 for(MovingObjects::iterator i2 = i+1;
1646 i2 != moving_objects.end(); ++i2) {
1647 MovingObject* moving_object_2 = *i2;
1648 if((moving_object_2->get_group() != COLGROUP_MOVING
1649 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1650 || !moving_object_2->is_valid())
1653 collision_object(moving_object, moving_object_2);
1657 // apply object movement
1658 for(MovingObjects::iterator i = moving_objects.begin();
1659 i != moving_objects.end(); ++i) {
1660 MovingObject* moving_object = *i;
1662 moving_object->bbox = moving_object->dest;
1663 moving_object->movement = Vector(0, 0);
1668 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
1670 using namespace collision;
1672 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1673 TileMap* solids = *i;
1675 // test with all tiles in this rectangle
1676 Rect test_tiles = solids->get_tiles_overlapping(rect);
1678 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1679 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1680 const Tile* tile = solids->get_tile(x, y);
1682 if(!(tile->getAttributes() & Tile::SOLID))
1684 if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
1686 if(tile->getAttributes() & Tile::SLOPE) {
1687 AATriangle triangle;
1688 Rectf tbbox = solids->get_tile_bbox(x, y);
1689 triangle = AATriangle(tbbox, tile->getData());
1690 Constraints constraints;
1691 if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
1694 // We have a solid tile that overlaps the given rectangle.
1704 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1706 using namespace collision;
1708 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1710 for(MovingObjects::const_iterator i = moving_objects.begin();
1711 i != moving_objects.end(); ++i) {
1712 const MovingObject* moving_object = *i;
1713 if (moving_object == ignore_object) continue;
1714 if (!moving_object->is_valid()) continue;
1715 if (moving_object->get_group() == COLGROUP_STATIC) {
1716 if(intersects(rect, moving_object->get_bbox())) return false;
1724 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
1726 using namespace collision;
1728 if (!is_free_of_tiles(rect)) return false;
1730 for(MovingObjects::const_iterator i = moving_objects.begin();
1731 i != moving_objects.end(); ++i) {
1732 const MovingObject* moving_object = *i;
1733 if (moving_object == ignore_object) continue;
1734 if (!moving_object->is_valid()) continue;
1735 if ((moving_object->get_group() == COLGROUP_MOVING)
1736 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1737 || (moving_object->get_group() == COLGROUP_STATIC)) {
1738 if(intersects(rect, moving_object->get_bbox())) return false;
1746 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
1748 // TODO remove this function and move these checks elsewhere...
1750 Bullet* new_bullet = 0;
1751 if((player_status->bonus == FIRE_BONUS &&
1752 (int)bullets.size() >= player_status->max_fire_bullets) ||
1753 (player_status->bonus == ICE_BONUS &&
1754 (int)bullets.size() >= player_status->max_ice_bullets))
1756 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1757 add_object(new_bullet);
1759 sound_manager->play("sounds/shoot.wav");
1765 Sector::add_smoke_cloud(const Vector& pos)
1767 add_object(new SmokeCloud(pos));
1772 Sector::play_music(MusicType type)
1774 currentmusic = type;
1775 switch(currentmusic) {
1777 sound_manager->play_music(music);
1780 sound_manager->play_music("music/invincible.ogg");
1782 case HERRING_WARNING_MUSIC:
1783 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1786 sound_manager->play_music("");
1792 Sector::get_music_type()
1794 return currentmusic;
1798 Sector::get_total_badguys()
1800 int total_badguys = 0;
1801 for(GameObjects::iterator i = gameobjects.begin();
1802 i != gameobjects.end(); ++i) {
1803 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1804 if (badguy && badguy->countMe)
1808 return total_badguys;
1812 Sector::inside(const Rectf& rect) const
1814 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1815 TileMap* solids = *i;
1817 Rectf bbox = solids->get_bbox();
1818 bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
1820 if (bbox.contains(rect))
1827 Sector::get_width() const
1830 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1831 i != solid_tilemaps.end(); i++) {
1832 TileMap* solids = *i;
1833 width = std::max(width, solids->get_bbox().get_right());
1840 Sector::get_height() const
1843 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1844 i != solid_tilemaps.end(); i++) {
1845 TileMap* solids = *i;
1846 height = std::max(height, solids->get_bbox().get_bottom());
1853 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1855 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1856 TileMap* solids = *i;
1857 solids->change_all(old_tile_id, new_tile_id);
1862 Sector::set_ambient_light(float red, float green, float blue)
1864 ambient_light.red = red;
1865 ambient_light.green = green;
1866 ambient_light.blue = blue;
1870 Sector::get_ambient_red()
1872 return ambient_light.red;
1876 Sector::get_ambient_green()
1878 return ambient_light.green;
1882 Sector::get_ambient_blue()
1884 return ambient_light.blue;
1888 Sector::set_gravity(float gravity)
1890 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1891 this->gravity = gravity;
1895 Sector::get_gravity() const
1901 Sector::get_nearest_player (const Vector& pos)
1903 Player *nearest_player = NULL;
1904 float nearest_dist = std::numeric_limits<float>::max();
1906 std::vector<Player*> players = Sector::current()->get_players();
1907 for (std::vector<Player*>::iterator playerIter = players.begin();
1908 playerIter != players.end();
1911 Player *this_player = *playerIter;
1912 if (this_player->is_dying() || this_player->is_dead())
1915 float this_dist = this_player->get_bbox ().distance(pos);
1917 if (this_dist < nearest_dist) {
1918 nearest_player = this_player;
1919 nearest_dist = this_dist;
1923 return nearest_player;
1924 } /* Player *get_nearest_player */
1926 std::vector<MovingObject*>
1927 Sector::get_nearby_objects (const Vector& center, float max_distance)
1929 std::vector<MovingObject*> ret;
1930 std::vector<Player*> players = Sector::current()->get_players();
1932 for (size_t i = 0; i < players.size (); i++) {
1933 float distance = players[i]->get_bbox ().distance (center);
1934 if (distance <= max_distance)
1935 ret.push_back (players[i]);
1938 for (size_t i = 0; i < moving_objects.size (); i++) {
1939 float distance = moving_objects[i]->get_bbox ().distance (center);
1940 if (distance <= max_distance)
1941 ret.push_back (moving_objects[i]);
1947 /* vim: set sw=2 sts=2 et : */