changed yeti behaviour back to Matze's version (sorry, paroneayea)
[supertux.git] / src / sector.cpp
index 310d64f..00a8538 100644 (file)
@@ -28,6 +28,7 @@
 
 #include "app/globals.h"
 #include "sector.h"
+#include "player_status.h"
 #include "object/gameobjs.h"
 #include "object/camera.h"
 #include "object/background.h"
 #include "statistics.h"
 #include "collision_grid.h"
 #include "collision_grid_iterator.h"
+#include "object_factory.h"
 #include "special/collision.h"
 #include "math/rectangle.h"
 #include "math/aatriangle.h"
 #include "object/coin.h"
 #include "object/block.h"
 #include "object/invisible_block.h"
-#include "object/platform.h"
 #include "object/bullet.h"
-#include "object/rock.h"
 #include "badguy/jumpy.h"
-#include "badguy/snowball.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/flame.h"
-#include "badguy/flyingsnowball.h"
-#include "badguy/mriceblock.h"
-#include "badguy/mrbomb.h"
-#include "badguy/dispenser.h"
 #include "badguy/spike.h"
-#include "badguy/spiky.h"
-#include "badguy/nolok_01.h"
-#include "trigger/door.h"
 #include "trigger/sequence_trigger.h"
-#include "trigger/secretarea_trigger.h"
-#include "gameobjs_bridge.h"
+#include "player_status.h"
+
+//#define USE_GRID
 
 Sector* Sector::_current = 0;
 
@@ -76,7 +67,7 @@ Sector::Sector()
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
+  player = new Player(&player_status);
   add_object(player);
 
   grid = new CollisionGrid(32000, 32000);
@@ -105,30 +96,32 @@ Sector::~Sector()
 GameObject*
 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 {
-  if(name == "background") {
-    return new Background(reader);
-  } else if(name == "camera") {
+  if(name == "camera") {
     Camera* camera = new Camera(this);
     camera->parse(reader);
     return camera;
-  } else if(name == "tilemap") {
-    return  new TileMap(reader);
   } else if(name == "particles-snow") {
     SnowParticleSystem* partsys = new SnowParticleSystem();
     partsys->parse(reader);
     return partsys;
+  } else if(name == "particles-rain") {
+    RainParticleSystem* partsys = new RainParticleSystem();
+    partsys->parse(reader);
+    return partsys;
   } else if(name == "particles-clouds") {
     CloudParticleSystem* partsys = new CloudParticleSystem();
     partsys->parse(reader);
     return partsys;
-  } else if(name == "secretarea") {
-    return new SecretAreaTrigger(reader);
-  } else if(name == "sequencetrigger") {
-    return new SequenceTrigger(reader);
-  } else if(is_object(name)) {
-    return create_object(object_name_to_type(name), reader);
-  } else
-    std::cerr << "Unknown object type '" << name << "'.\n";
+  } else if(name == "money") { // for compatibility with old maps
+    return new Jumpy(reader);
+  } 
+
+  try {
+    return create_object(name, reader);
+  } catch(std::exception& e) {
+    std::cerr << e.what() << "\n";
+  }
+  
   return 0;
 }
 
@@ -165,14 +158,15 @@ Sector::parse(const lisp::Lisp& sector)
 
   update_game_objects();
   fix_old_tiles();
-  update_game_objects();
   if(!camera) {
     std::cerr << "sector '" << name << "' does not contain a camera.\n";
-    camera = new Camera(this);
-    add_object(camera);
+    update_game_objects();
+    add_object(new Camera(this));
   }
   if(!solids)
     throw std::runtime_error("sector does not contain a solid tile layer.");
+
+  update_game_objects();
 }
 
 void
@@ -221,6 +215,8 @@ Sector::parse_old_format(const lisp::Lisp& reader)
     add_object(new CloudParticleSystem());
   else if(particlesystem == "snow")
     add_object(new SnowParticleSystem());
+  else if(particlesystem == "rain")
+    add_object(new RainParticleSystem());
 
   Vector startpos(100, 170);
   reader.get("start_pos_x", startpos.x);
@@ -338,7 +334,8 @@ Sector::fix_old_tiles()
         add_object(new Brick(pos, tile->getData()));
         solids->change(x, y, 0);
       } else if(tile->getAttributes() & Tile::GOAL) {
-        add_object(new SequenceTrigger(pos, "endsequence"));
+        std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+        add_object(new SequenceTrigger(pos, sequence));
         solids->change(x, y, 0);
       }
     }                                                   
@@ -397,23 +394,6 @@ Sector::add_object(GameObject* object)
 void
 Sector::activate(const std::string& spawnpoint)
 {
-  _current = this;
-
-  // Apply bonuses from former levels
-  switch (player_status.bonus)
-    {
-    case PlayerStatus::NO_BONUS:
-      break;
-                                                                                
-    case PlayerStatus::FLOWER_BONUS:
-      player->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
-      // fall through
-                                                                                
-    case PlayerStatus::GROWUP_BONUS:
-      player->grow(false);
-      break;
-    }
-
   SpawnPoint* sp = 0;
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i) {
@@ -421,30 +401,26 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }
+  }                                                                           
   if(!sp) {
     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
   } else {
-    player->move(sp->pos);
+    activate(sp->pos);
   }
-
-  camera->reset(player->get_pos());
 }
 
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::activate(const Vector& player_pos)
 {
-  Vector best_reset_point = Vector(-1,-1);
-
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    if((*i)->name != "main")
-      continue;
-    if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
-      best_reset_point = (*i)->pos;
-  }
+  _current = this;
 
-  return best_reset_point;
+  player->move(player_pos);
+  camera->reset(player->get_pos());
 }
 
 Rectangle
@@ -703,7 +679,7 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2)
 void
 Sector::collision_handler()
 {
-#if 0
+#ifdef USE_GRID
   grid->check_collisions();
 #else
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
@@ -747,21 +723,22 @@ Sector::collision_handler()
 bool
 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  if(player->got_power == Player::FIRE_POWER) {
+  // TODO remove this function and move these checks elsewhere...
+  static const size_t MAX_FIRE_BULLETS = 2;
+  static const size_t MAX_ICE_BULLETS = 1;
+
+  Bullet* new_bullet = 0;
+  if(player_status.bonus == FIRE_BONUS) {
     if(bullets.size() > MAX_FIRE_BULLETS-1)
       return false;
-  } else if(player->got_power == Player::ICE_POWER) {
+    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
+  } else if(player_status.bonus == ICE_BONUS) {
     if(bullets.size() > MAX_ICE_BULLETS-1)
       return false;
-  }
-                                                                                
-  Bullet* new_bullet = 0;
-  if(player->got_power == Player::FIRE_POWER)
-    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  else if(player->got_power == Player::ICE_POWER)
     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
-  else
-    throw std::runtime_error("wrong bullet type.");
+  } else {
+    return false;
+  }
   add_object(new_bullet);
 
   SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
@@ -835,14 +812,13 @@ int
 Sector::get_total_badguys()
 {
   int total_badguys = 0;
-#if 0
-  for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
-    {
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
     if(badguy)
       total_badguys++;
-    }
-#endif
+  }
+
   return total_badguys;
 }