#include "object/gameobjs.hpp"
#include "object/camera.hpp"
#include "object/background.hpp"
+#include "object/gradient.hpp"
#include "object/particlesystem.hpp"
#include "object/particlesystem_interactive.hpp"
#include "object/tilemap.hpp"
#include "scripting/sound.hpp"
#include "scripting/scripted_object.hpp"
#include "scripting/text.hpp"
+#include "msg.hpp"
Sector* Sector::_current = 0;
try {
return create_object(name, reader);
} catch(std::exception& e) {
- std::cerr << e.what() << "\n";
+ msg_warning << e.what() << "" << std::endl;
}
return 0;
} else if(token == "gravity") {
iter.value()->get(gravity);
} else if(token == "music") {
- iter.value()->get(song_title);
+ iter.value()->get(music);
} else if(token == "spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
fix_old_tiles();
if(!camera) {
- std::cerr << "sector '" << name << "' does not contain a camera.\n";
+ msg_warning << "sector '" << name << "' does not contain a camera." << std::endl;
update_game_objects();
add_object(new Camera(this));
}
bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
if(backgroundimage != "") {
- Background* background = new Background;
- background->set_image(backgroundimage, bgspeed);
+ Background* background = new Background();
+ background->set_image(
+ std::string("images/background/") + backgroundimage, bgspeed);
add_object(background);
} else {
- Background* background = new Background;
- background->set_gradient(bkgd_top, bkgd_bottom);
- add_object(background);
+ Gradient* gradient = new Gradient();
+ gradient->set_gradient(bkgd_top, bkgd_bottom);
+ add_object(gradient);
}
std::string particlesystem;
spawn->name = "main";
spawnpoints.push_back(spawn);
- song_title = "chipdisko.ogg";
- reader.get("music", song_title);
+ music = "chipdisko.ogg";
+ reader.get("music", music);
+ music = "music/" + music;
int width = 30, height = 15;
reader.get("width", width);
spawnpoints.push_back(sp);
}
} else {
- std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
+ msg_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
}
}
}
if(object) {
add_object(object);
} else {
- std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
+ msg_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
}
}
}
{
writer.write_string("name", name);
writer.write_float("gravity", gravity);
- writer.write_string("music", song_title);
+ writer.write_string("music", music);
// write spawnpoints
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
}
}
if(!sp) {
- std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+ msg_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
if(spawnpoint != "main") {
activate("main");
} else {
if(solids == 0) {
solids = tilemap;
} else {
- std::cerr << "Another solid tilemaps added. Ignoring.";
+ msg_warning << "Another solid tilemaps added. Ignoring" << std::endl;
}
}
Camera* camera = dynamic_cast<Camera*> (object);
if(camera) {
if(this->camera != 0) {
- std::cerr << "Warning: Multiple cameras added. Ignoring.";
+ msg_warning << "Multiple cameras added. Ignoring" << std::endl;
continue;
}
this->camera = camera;
static const float DELTA = .001;
void
-Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
+Sector::collision_tilemap(const Rect& dest, const Vector& movement,
+ CollisionHit& hit) const
{
// calculate rectangle where the object will move
- float x1, x2;
- if(object->get_movement().x >= 0) {
- x1 = object->get_bbox().p1.x;
- x2 = object->get_bbox().p2.x + object->get_movement().x;
- } else {
- x1 = object->get_bbox().p1.x + object->get_movement().x;
- x2 = object->get_bbox().p2.x;
- }
- float y1, y2;
- if(object->get_movement().y >= 0) {
- y1 = object->get_bbox().p1.y;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
- } else {
- y1 = object->get_bbox().p1.y + object->get_movement().y;
- y2 = object->get_bbox().p2.y;
- }
+ float x1 = dest.get_left();
+ float x2 = dest.get_right();
+ float y1 = dest.get_top();
+ float y2 = dest.get_bottom();
// test with all tiles in this rectangle
int starttilex = int(x1) / 32;
int starttiley = int(y1) / 32;
- int max_x = int(x2);
- // the +1 is somehow needed to make characters stay on the floor
- int max_y = int(y2+1);
+ int max_x = int(x2 + (1 - DELTA));
+ int max_y = int(y2 + (1 - DELTA));
CollisionHit temphit;
- Rect dest = object->get_bbox();
- dest.move(object->movement);
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
// only handle unisolid when the player is falling down and when he was
// above the tile before
if(tile->getAttributes() & Tile::UNISOLID) {
- if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+ if(movement.y < 0 || dest.get_top() - movement.y > y*32)
continue;
}
Vector p2((x+1)*32, (y+1)*32);
triangle = AATriangle(p1, p2, tile->getData());
- if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+ if(Collision::rectangle_aatriangle(temphit, dest, movement,
triangle)) {
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
hit = temphit;
}
} else { // normal rectangular tile
Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest,
- object->movement, rect)) {
+ if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
hit = temphit;
}
}
uint32_t
-Sector::collision_tile_attributes(MovingObject* object) const
+Sector::collision_tile_attributes(const Rect& dest) const
{
/** XXX This function doesn't work correctly as it will check all tiles
* in the bounding box of the object movement, this might include tiles
* that have actually never been touched by the object
* (though this only occures for very fast objects...)
*/
-
+
+#if 0
// calculate rectangle where the object will move
float x1, x2;
if(object->get_movement().x >= 0) {
y1 = object->get_bbox().p1.y + object->get_movement().y;
y2 = object->get_bbox().p2.y;
}
+#endif
+ float x1 = dest.p1.x;
+ float y1 = dest.p1.y;
+ float x2 = dest.p2.x;
+ float y2 = dest.p2.y;
// test with all tiles in this rectangle
- int starttilex = int(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
- int max_y = int(y2+1);
+ int starttilex = int(x1) / 32;
+ int starttiley = int(y1) / 32;
+ int max_x = int(x2);
+ int max_y = int(y2);
uint32_t result = 0;
for(int x = starttilex; x*32 < max_x; ++x) {
Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
CollisionHit hit;
- Rect dest1 = object1->get_bbox();
- dest1.move(object1->get_movement());
- Rect dest2 = object2->get_bbox();
- dest2.move(object2->get_movement());
Vector movement = object1->get_movement() - object2->get_movement();
- if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
+ if(Collision::rectangle_rectangle(hit, object1->dest, movement, object2->dest)) {
HitResponse response1 = object1->collision(*object2, hit);
hit.normal *= -1;
HitResponse response2 = object2->collision(*object1, hit);
if(response1 != CONTINUE) {
if(response1 == ABORT_MOVE)
- object1->movement = Vector(0, 0);
+ object1->dest = object1->get_bbox();
if(response2 == CONTINUE)
- object2->movement += hit.normal * (hit.depth + DELTA);
+ object2->dest.move(hit.normal * (hit.depth + DELTA));
} else if(response2 != CONTINUE) {
if(response2 == ABORT_MOVE)
- object2->movement = Vector(0, 0);
+ object2->dest = object2->get_bbox();
if(response1 == CONTINUE)
- object1->movement += -hit.normal * (hit.depth + DELTA);
+ object1->dest.move(-hit.normal * (hit.depth + DELTA));
} else {
- object1->movement += -hit.normal * (hit.depth/2 + DELTA);
- object2->movement += hit.normal * (hit.depth/2 + DELTA);
+ object1->dest.move(-hit.normal * (hit.depth/2 + DELTA));
+ object2->dest.move(hit.normal * (hit.depth/2 + DELTA));
+ }
+ }
+}
+
+bool
+Sector::collision_static(MovingObject* object, const Vector& movement)
+{
+ GameObject* collided_with = solids;
+ CollisionHit hit;
+ hit.time = -1;
+
+ collision_tilemap(object->dest, movement, hit);
+
+ // collision with other (static) objects
+ CollisionHit temphit;
+ for(MovingObjects::iterator i2 = moving_objects.begin();
+ i2 != moving_objects.end(); ++i2) {
+ MovingObject* moving_object_2 = *i2;
+ if(moving_object_2->get_group() != COLGROUP_STATIC
+ || !moving_object_2->is_valid())
+ continue;
+
+ Rect dest = moving_object_2->dest;
+
+ Vector rel_movement
+ = movement - moving_object_2->get_movement();
+
+ if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest)
+ && temphit.time > hit.time) {
+ hit = temphit;
+ collided_with = moving_object_2;
}
}
+
+ if(hit.time < 0)
+ return true;
+
+ HitResponse response = object->collision(*collided_with, hit);
+ hit.normal *= -1;
+ if(collided_with != solids) {
+ MovingObject* moving_object = (MovingObject*) collided_with;
+ HitResponse other_response = moving_object->collision(*object, hit);
+ if(other_response == ABORT_MOVE) {
+ moving_object->dest = moving_object->get_bbox();
+ } else if(other_response == FORCE_MOVE) {
+ // the static object "wins" move tux out of the collision
+ object->dest.move(-hit.normal * (hit.depth + DELTA));
+ return false;
+ } else if(other_response == PASS_MOVEMENT) {
+ object->dest.move(moving_object->get_movement());
+ //object->movement += moving_object->get_movement();
+ }
+ }
+
+ if(response == CONTINUE) {
+ object->dest.move(-hit.normal * (hit.depth + DELTA));
+ return false;
+ } else if(response == ABORT_MOVE) {
+ object->dest = object->get_bbox();
+ return true;
+ }
+
+ // force move
+ return false;
}
void
Sector::handle_collisions()
{
+ // calculate destination positions of the objects
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+
+ moving_object->dest = moving_object->get_bbox();
+ moving_object->dest.move(moving_object->get_movement());
+ }
+
// part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
// we do this up to 4 times and have to sort all results for the smallest
// one before we can continue here
|| !moving_object->is_valid())
continue;
- // up to 4 tries
- for(int t = 0; t < 4; ++t) {
- CollisionHit hit;
- hit.time = -1;
- MovingObject* collided_with = NULL;
-
- // collision with tilemap
- collision_tilemap(moving_object, hit);
-
- // collision with other objects
- Rect dest1 = moving_object->get_bbox();
- dest1.move(moving_object->get_movement());
- CollisionHit temphit;
-
- for(MovingObjects::iterator i2 = moving_objects.begin();
- i2 != moving_objects.end(); ++i2) {
- MovingObject* moving_object_2 = *i2;
- if(moving_object_2->get_group() != COLGROUP_STATIC
- || !moving_object_2->is_valid())
- continue;
-
- Rect dest2 = moving_object_2->get_bbox();
- dest2.move(moving_object_2->get_movement());
- Vector movement
- = moving_object->get_movement() - moving_object_2->get_movement();
- if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
- && temphit.time > hit.time) {
- hit = temphit;
- collided_with = moving_object_2;
- }
- }
+ Vector movement = moving_object->get_movement();
- if(hit.time < 0)
- break;
+ // test if x or y movement is dominant
+ if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
- // call collision callbacks
- HitResponse response;
- if(collided_with != 0) {
- response = moving_object->collision(*collided_with, hit);
- hit.normal *= -1;
- collided_with->collision(*moving_object, hit);
- } else {
- response = moving_object->collision(*solids, hit);
- hit.normal *= -1;
+ // test in x direction first, then y direction
+ moving_object->dest.move(Vector(0, -movement.y));
+ for(int i = 0; i < 2; ++i) {
+ bool res = collision_static(moving_object, Vector(movement.x, 0));
+ if(res)
+ break;
+ }
+ moving_object->dest.move(Vector(0, movement.y));
+ for(int i = 0; i < 2; ++i) {
+ bool res = collision_static(moving_object, Vector(0, movement.y));
+ if(res)
+ break;
+ }
+
+ } else {
+
+ // test in y direction first, then x direction
+ moving_object->dest.move(Vector(-movement.x, 0));
+ for(int i = 0; i < 2; ++i) {
+ bool res = collision_static(moving_object, Vector(0, movement.y));
+ if(res)
+ break;
}
-
- if(response == CONTINUE) {
- moving_object->movement += -hit.normal * (hit.depth + DELTA);
- } else if(response == ABORT_MOVE) {
- moving_object->movement = Vector(0, 0);
- break;
- } else { // force move
- break;
+ moving_object->dest.move(Vector(movement.x, 0));
+ for(int i = 0; i < 2; ++i) {
+ bool res = collision_static(moving_object, Vector(movement.x, 0));
+ if(res)
+ break;
}
}
}
|| !moving_object->is_valid())
continue;
- uint32_t tile_attributes = collision_tile_attributes(moving_object);
+ uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
moving_object->collision_tile(tile_attributes);
}
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
- moving_object->bbox.move(moving_object->get_movement());
+ moving_object->bbox = moving_object->dest;
moving_object->movement = Vector(0, 0);
}
}
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(std::string("music/") + song_title);
+ sound_manager->play_music(music);
break;
case HERRING_MUSIC:
sound_manager->play_music("music/salcon.ogg");