// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#include <config.h>
#include <memory>
#include <stdexcept>
#include <iostream>
#include <fstream>
+#include <sstream>
#include <stdexcept>
-
-#include "app/globals.h"
-#include "sector.h"
-#include "player_status.h"
-#include "object/gameobjs.h"
-#include "object/camera.h"
-#include "object/background.h"
-#include "object/particlesystem.h"
-#include "object/tilemap.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "lisp/list_iterator.h"
-#include "tile.h"
-#include "audio/sound_manager.h"
-#include "game_session.h"
-#include "resources.h"
-#include "statistics.h"
-#include "collision_grid.h"
-#include "collision_grid_iterator.h"
-#include "object_factory.h"
-#include "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/bullet.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
-#include "player_status.h"
-
-//#define USE_GRID
+#include <float.h>
+
+#include "sector.hpp"
+#include "player_status.hpp"
+#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 "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "tile.hpp"
+#include "audio/sound_manager.hpp"
+#include "game_session.hpp"
+#include "resources.hpp"
+#include "statistics.hpp"
+#include "collision_grid.hpp"
+#include "collision_grid_iterator.hpp"
+#include "object_factory.hpp"
+#include "collision.hpp"
+#include "spawn_point.hpp"
+#include "math/rect.hpp"
+#include "math/aatriangle.hpp"
+#include "object/coin.hpp"
+#include "object/block.hpp"
+#include "object/invisible_block.hpp"
+#include "object/bullet.hpp"
+#include "object/text_object.hpp"
+#include "badguy/jumpy.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "player_status.hpp"
+#include "script_manager.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "script_interface.hpp"
+#include "msg.hpp"
Sector* Sector::_current = 0;
Sector::Sector()
- : gravity(10), player(0), solids(0), camera(0),
- currentmusic(LEVEL_MUSIC)
+ : currentmusic(LEVEL_MUSIC), gravity(10),
+ player(0), solids(0), camera(0)
{
- song_title = "Mortimers_chipdisko.mod";
- player = new Player(&player_status);
- add_object(player);
+ add_object(new Player(player_status));
+ add_object(new DisplayEffect());
+ add_object(new TextObject());
+
+#ifdef USE_GRID
+ grid.reset(new CollisionGrid(32000, 32000));
+#endif
- grid = new CollisionGrid(32000, 32000);
+ script_manager.reset(new ScriptManager(ScriptManager::instance));
+
+ // create a new squirrel table for the sector
+ HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+
+ sq_newtable(vm);
+ sq_pushroottable(vm);
+ if(SQ_FAILED(sq_setdelegate(vm, -2)))
+ throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate");
+
+ sq_resetobject(§or_table);
+ if(SQ_FAILED(sq_getstackobj(vm, -1, §or_table)))
+ throw Scripting::SquirrelError(vm, "Couldn't get sector table");
+ sq_addref(vm, §or_table);
+ sq_pop(vm, 1);
}
Sector::~Sector()
{
+ deactivate();
+
+ script_manager.reset(NULL);
+ sq_release(ScriptManager::instance->get_vm(), §or_table);
+
update_game_objects();
assert(gameobjects_new.size() == 0);
- delete grid;
-
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
+ before_object_remove(*i);
delete *i;
}
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
++i)
delete *i;
-
- if(_current == this)
- _current = 0;
}
GameObject*
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-comets") {
+ CometParticleSystem* partsys = new CometParticleSystem();
+ partsys->parse(reader);
+ return partsys;
+ } else if(name == "particles-ghosts") {
+ GhostParticleSystem* partsys = new GhostParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
try {
return create_object(name, reader);
} catch(std::exception& e) {
- std::cerr << e.what() << "\n";
+ msg_warning << e.what() << "" << std::endl;
}
return 0;
void
Sector::parse(const lisp::Lisp& sector)
-{
- _current = this;
-
+{
lisp::ListIterator iter(§or);
while(iter.next()) {
const std::string& token = iter.item();
} else if(token == "gravity") {
iter.value()->get(gravity);
} else if(token == "music") {
- iter.value()->get(song_title);
- load_music();
+ iter.value()->get(music);
} else if(token == "spawnpoint") {
- const lisp::Lisp* spawnpoint_lisp = iter.lisp();
-
- SpawnPoint* sp = new SpawnPoint;
- spawnpoint_lisp->get("name", sp->name);
- spawnpoint_lisp->get("x", sp->pos.x);
- spawnpoint_lisp->get("y", sp->pos.y);
+ SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
+ } else if(token == "init-script") {
+ iter.value()->get(init_script);
} else {
GameObject* object = parse_object(token, *(iter.lisp()));
if(object) {
}
update_game_objects();
+
+ if(!solids)
+ throw std::runtime_error("sector does not contain a solid tile layer.");
+
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));
}
- if(!solids)
- throw std::runtime_error("sector does not contain a solid tile layer.");
update_game_objects();
}
void
Sector::parse_old_format(const lisp::Lisp& reader)
{
- _current = this;
-
name = "main";
reader.get("gravity", gravity);
reader.get("bkgd_red_top", r);
reader.get("bkgd_green_top", g);
reader.get("bkgd_blue_top", b);
- bkgd_top.red = r;
- bkgd_top.green = g;
- bkgd_top.blue = b;
+ bkgd_top.red = static_cast<float> (r) / 255.0f;
+ bkgd_top.green = static_cast<float> (g) / 255.0f;
+ bkgd_top.blue = static_cast<float> (b) / 255.0f;
reader.get("bkgd_red_bottom", r);
reader.get("bkgd_green_bottom", g);
reader.get("bkgd_blue_bottom", b);
- bkgd_bottom.red = r;
- bkgd_bottom.green = g;
- bkgd_bottom.blue = b;
+ bkgd_bottom.red = static_cast<float> (r) / 255.0f;
+ bkgd_bottom.green = static_cast<float> (g) / 255.0f;
+ 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 = "Mortimers_chipdisko.mod";
- reader.get("music", song_title);
- load_music();
+ music = "chipdisko.ogg";
+ reader.get("music", music);
+ music = "music/" + music;
- int width, height = 15;
+ int width = 30, height = 15;
reader.get("width", width);
reader.get("height", height);
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;
}
}
}
add_object(camera);
update_game_objects();
+
+ if(solids == 0)
+ throw std::runtime_error("sector does not contain a solid tile layer.");
+
fix_old_tiles();
update_game_objects();
- if(solids == 0)
- throw std::runtime_error("sector does not contain a solid tile layer.");
}
void
if(tile->getID() == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
- } else if(tile->getID() == 295) {
- add_object(new Spike(pos, Spike::NORTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 296) {
- add_object(new Spike(pos, Spike::EAST));
- solids->change(x, y, 0);
- } else if(tile->getID() == 297) {
- add_object(new Spike(pos, Spike::SOUTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 298) {
- add_object(new Spike(pos, Spike::WEST));
- solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
add_object(new SequenceTrigger(pos, sequence));
solids->change(x, y, 0);
}
- }
+ }
}
}
{
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();
}
}
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
+{
+ // create new thread and keep a weakref
+ HSQUIRRELVM vm = script_manager->create_thread();
+
+ // set sector_table as roottable for the thread
+ sq_pushobject(vm, sector_table);
+ sq_setroottable(vm);
+
+ Scripting::compile_and_run(vm, in, sourcename);
+
+ return vm;
+}
+
void
Sector::add_object(GameObject* object)
{
}
}
if(!sp) {
- std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+ msg_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
if(spawnpoint != "main") {
activate("main");
} else {
void
Sector::activate(const Vector& player_pos)
{
- _current = this;
+ if(_current != this) {
+ if(_current != NULL)
+ _current->deactivate();
+ _current = this;
+
+ // register sectortable as current_sector in scripting
+ HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "sector", -1);
+ sq_pushobject(vm, sector_table);
+ if(SQ_FAILED(sq_createslot(vm, -3)))
+ throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
+ sq_pop(vm, 1);
+
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ GameObject* object = *i;
+
+ try_expose(object);
+ }
+ }
player->move(player_pos);
camera->reset(player->get_pos());
+
+ // Run init script
+ if(init_script != "") {
+ std::istringstream in(init_script);
+ run_script(in, std::string("Sector(") + name + ") - init");
+ }
+}
+
+void
+Sector::deactivate()
+{
+ if(_current != this)
+ return;
+
+ // remove sector entry from global vm
+ HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "sector", -1);
+ if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
+ throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
+ sq_pop(vm, 1);
+
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ GameObject* object = *i;
+
+ try_unexpose(object);
+ }
+
+ _current = NULL;
}
-Rectangle
+Rect
Sector::get_active_region()
{
- return Rectangle(
+ return Rect(
camera->get_translation() - Vector(1600, 1200),
camera->get_translation() + Vector(1600, 1200));
}
void
-Sector::action(float elapsed_time)
+Sector::update(float elapsed_time)
{
+ script_manager->update();
+
player->check_bounds(camera);
#if 0
if(!object->is_valid())
continue;
- object->action(elapsed_time);
+ object->update(elapsed_time);
}
#else
/* update objects */
if(!object->is_valid())
continue;
- object->action(elapsed_time);
+ object->update(elapsed_time);
}
#endif
/* Handle all possible collisions. */
- collision_handler();
+ handle_collisions();
update_game_objects();
}
Sector::update_game_objects()
{
/** cleanup marked objects */
+ for(std::vector<Bullet*>::iterator i = bullets.begin();
+ i != bullets.end(); /* nothing */) {
+ Bullet* bullet = *i;
+ if(bullet->is_valid()) {
+ ++i;
+ continue;
+ }
+
+ i = bullets.erase(i);
+ }
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); /* nothing */) {
+ MovingObject* moving_object = *i;
+ if(moving_object->is_valid()) {
+ ++i;
+ continue;
+ }
+
+#ifdef USE_GRID
+ grid->remove_object(moving_object);
+#endif
+
+ i = moving_objects.erase(i);
+ }
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
GameObject* object = *i;
++i;
continue;
}
+
+ before_object_remove(object);
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet) {
- bullets.erase(
- std::remove(bullets.begin(), bullets.end(), bullet),
- bullets.end());
- }
- MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
- if(movingobject) {
- grid->remove_object(movingobject);
- }
delete *i;
i = gameobjects.erase(i);
}
i != gameobjects_new.end(); ++i)
{
GameObject* object = *i;
-
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet)
- bullets.push_back(bullet);
- MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
- if(movingobject)
- grid->add_object(movingobject);
+ before_object_add(object);
- TileMap* tilemap = dynamic_cast<TileMap*> (object);
- if(tilemap && tilemap->is_solid()) {
- if(solids == 0) {
- solids = tilemap;
- } else {
- std::cerr << "Another solid tilemaps added. Ignoring.";
- }
+ gameobjects.push_back(object);
+ }
+ gameobjects_new.clear();
+}
+
+bool
+Sector::before_object_add(GameObject* object)
+{
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet)
+ bullets.push_back(bullet);
+
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject) {
+ moving_objects.push_back(movingobject);
+#ifdef USE_GRID
+ grid->add_object(movingobject);
+#endif
+ }
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (object);
+ if(tilemap && tilemap->is_solid()) {
+ if(solids == 0) {
+ solids = tilemap;
+ } else {
+ 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.";
- continue;
- }
- this->camera = camera;
+ Camera* camera = dynamic_cast<Camera*> (object);
+ if(camera) {
+ if(this->camera != 0) {
+ msg_warning << "Multiple cameras added. Ignoring" << std::endl;
+ return false;
}
+ this->camera = camera;
+ }
- gameobjects.push_back(object);
+ Player* player = dynamic_cast<Player*> (object);
+ if(player) {
+ if(this->player != 0) {
+ msg_warning << "Multiple players added. Ignoring" << std::endl;
+ return false;
+ }
+ this->player = player;
}
- gameobjects_new.clear();
+
+ if(_current == this) {
+ try_expose(object);
+ }
+
+ return true;
+}
+
+void
+Sector::try_expose(GameObject* object)
+{
+ ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+ if(interface != NULL) {
+ HSQUIRRELVM vm = script_manager->get_vm();
+ sq_pushobject(vm, sector_table);
+ interface->expose(vm, -1);
+ sq_pop(vm, 1);
+ }
+}
+
+void
+Sector::before_object_remove(GameObject* object)
+{
+ if(_current == this)
+ try_unexpose(object);
}
void
+Sector::try_unexpose(GameObject* object)
+{
+ ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+ if(interface != NULL) {
+ HSQUIRRELVM vm = script_manager->get_vm();
+ sq_pushobject(vm, sector_table);
+ interface->unexpose(vm, -1);
+ sq_pop(vm, 1);
+ }
+}
+
+void
Sector::draw(DrawingContext& context)
{
context.push_transform();
context.set_translation(camera->get_translation());
-#if 0
- CollisionGridIterator iter(*grid, get_active_region());
- while(MovingObject* object = iter.next()) {
- if(!object->is_valid())
- continue;
-
- object->draw(context);
- }
-#else
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
object->draw(context);
}
-#endif
context.pop_transform();
}
static const float DELTA = .001;
void
-Sector::collision_tilemap(MovingObject* object, int depth)
+Sector::collision_tilemap(const Rect& dest, const Vector& movement,
+ CollisionHit& hit) const
{
- if(depth >= 4) {
-#ifdef DEBUG
- std::cout << "Max collision depth reached.\n";
-#endif
- object->movement = Vector(0, 0);
- return;
- }
-
// calculate rectangle where the object will move
- float x1, x2;
- if(object->get_movement().x >= 0) {
- x1 = object->get_pos().x;
- x2 = object->get_bbox().p2.x + object->get_movement().x;
- } else {
- x1 = object->get_pos().x + object->get_movement().x;
- x2 = object->get_bbox().p2.x;
- }
- float y1, y2;
- if(object->get_movement().y >= 0) {
- y1 = object->get_pos().y;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
- } else {
- y1 = object->get_pos().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(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
- int max_y = int(y2+1);
-
- CollisionHit temphit, hit;
- Rectangle dest = object->get_bbox();
- dest.move(object->movement);
- hit.time = -1; // represents an invalid value
+ int starttilex = int(x1) / 32;
+ int starttiley = int(y1) / 32;
+ int max_x = int(x2 + (1 - DELTA));
+ int max_y = int(y2 + (1 - DELTA));
+
+ CollisionHit temphit;
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);
if(!tile)
continue;
- if(!(tile->getAttributes() & Tile::SOLID))
- continue;
- if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
+ // skip non-solid tiles
+ if(tile->getAttributes() == 0)
continue;
+ // only handle unisolid when the player is falling down and when he was
+ // above the tile before
+ if(tile->getAttributes() & Tile::UNISOLID) {
+ if(movement.y < 0 || dest.get_top() - movement.y > y*32)
+ continue;
+ }
if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;
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)
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
hit = temphit;
+ }
}
} else { // normal rectangular tile
- Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest,
- object->movement, rect)) {
- if(temphit.time > hit.time)
+ Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
+ if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
hit = temphit;
+ }
}
}
}
}
+}
- // did we collide at all?
- if(hit.time < 0)
- return;
+uint32_t
+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...)
+ */
- // call collision function
- HitResponse response = object->collision(*solids, hit);
- if(response == ABORT_MOVE) {
- object->movement = Vector(0, 0);
- return;
+#if 0
+ // 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;
}
- if(response == FORCE_MOVE) {
- return;
+#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) / 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) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ result |= tile->getAttributes();
+ }
}
- // move out of collision and try again
- object->movement += hit.normal * (hit.depth + DELTA);
- collision_tilemap(object, depth+1);
+
+ return result;
}
void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
CollisionHit hit;
- Rectangle dest1 = object1->get_bbox();
- dest1.move(object1->get_movement());
- Rectangle 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));
}
}
}
-void
-Sector::collision_handler()
+bool
+Sector::collision_static(MovingObject* object, const Vector& movement)
{
-#ifdef USE_GRID
- grid->check_collisions();
-#else
- for(std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* gameobject = *i;
- if(!gameobject->is_valid())
+ 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;
- MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
- if(!movingobject)
+
+ 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
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
- if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
- movingobject->bbox.move(movingobject->movement);
- movingobject->movement = Vector(0, 0);
+
+ Vector movement = moving_object->get_movement();
+
+ // test if x or y movement is dominant
+ if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
+
+ // 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;
+ }
+ 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;
+ }
+ }
+ }
+
+ // part2: COLGROUP_MOVING vs tile attributes
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
+
+ uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
+ if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+ moving_object->collision_tile(tile_attributes);
}
+ }
- // collision with tilemap
- if(! (movingobject->movement == Vector(0, 0)))
- collision_tilemap(movingobject, 0);
+ // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+ if(moving_object->get_group() != COLGROUP_MOVING
+ || !moving_object->is_valid())
+ continue;
- // collision with other objects
- for(std::vector<GameObject*>::iterator i2 = i+1;
- i2 != gameobjects.end(); ++i2) {
- GameObject* other_object = *i2;
- if(!other_object->is_valid()
- || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
+ for(MovingObjects::iterator i2 = moving_objects.begin();
+ i2 != moving_objects.end(); ++i2) {
+ MovingObject* moving_object_2 = *i2;
+ if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
+ || !moving_object_2->is_valid())
continue;
- MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
- if(!movingobject2)
+
+ collision_object(moving_object, moving_object_2);
+ }
+ }
+
+ // part3: COLGROUP_MOVING vs COLGROUP_MOVING
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+
+ if(moving_object->get_group() != COLGROUP_MOVING
+ || !moving_object->is_valid())
+ continue;
+
+ for(MovingObjects::iterator i2 = i+1;
+ i2 != moving_objects.end(); ++i2) {
+ MovingObject* moving_object_2 = *i2;
+ if(moving_object_2->get_group() != COLGROUP_MOVING
+ || !moving_object_2->is_valid())
continue;
- collision_object(movingobject, movingobject2);
+ collision_object(moving_object, moving_object_2);
+ }
+ }
+
+ // apply object movement
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+
+ moving_object->bbox = moving_object->dest;
+ moving_object->movement = Vector(0, 0);
+ }
+}
+
+bool
+Sector::is_free_space(const Rect& rect) const
+{
+ // test with all tiles in this rectangle
+ int starttilex = int(rect.p1.x) / 32;
+ int starttiley = int(rect.p1.y) / 32;
+ int max_x = int(rect.p2.x);
+ int max_y = int(rect.p2.y);
+
+ 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);
+ if(!tile)
+ continue;
+ if(tile->getAttributes() & Tile::SOLID)
+ return false;
}
+ }
+
+ for(MovingObjects::const_iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ const MovingObject* moving_object = *i;
+ if(moving_object->get_group() != COLGROUP_STATIC
+ || !moving_object->is_valid())
+ continue;
- movingobject->bbox.move(movingobject->get_movement());
- movingobject->movement = Vector(0, 0);
+ if(Collision::intersects(rect, moving_object->get_bbox()))
+ return false;
}
-#endif
+
+ return true;
}
bool
static const size_t MAX_ICE_BULLETS = 1;
Bullet* new_bullet = 0;
- if(player_status.bonus == FIRE_BONUS) {
+ if(player_status->bonus == FIRE_BONUS) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- } else if(player_status.bonus == ICE_BONUS) {
+ } else if(player_status->bonus == ICE_BONUS) {
if(bullets.size() > MAX_ICE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
}
add_object(new_bullet);
- sound_manager->play_sound("shoot");
+ sound_manager->play("sounds/shoot.wav");
return true;
}
}
void
-Sector::load_music()
-{
- level_song = sound_manager->load_music(
- get_resource_filename("/music/" + song_title));
-}
-
-void
Sector::play_music(MusicType type)
{
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(level_song);
+ sound_manager->play_music(music);
break;
case HERRING_MUSIC:
- sound_manager->play_music(herring_song);
+ sound_manager->play_music("music/salcon.ogg");
break;
default:
- sound_manager->halt_music();
+ sound_manager->play_music("");
break;
}
}
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
+ if (badguy && badguy->countMe)
total_badguys++;
}
}
bool
-Sector::inside(const Rectangle& rect) const
+Sector::inside(const Rect& rect) const
{
if(rect.p1.x > solids->get_width() * 32
|| rect.p1.y > solids->get_height() * 32