keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / sector.cpp
index 4db083f..79d80c6 100644 (file)
@@ -56,7 +56,6 @@
 #include "object/bullet.hpp"
 #include "object/text_object.hpp"
 #include "badguy/jumpy.hpp"
-#include "badguy/spike.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "player_status.hpp"
 #include "scripting/script_interpreter.hpp"
@@ -73,7 +72,7 @@ Sector::Sector()
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "chipdisko.ogg";
-  player = new Player(&player_status);
+  player = new Player(player_status);
   add_object(player);
 
 #ifdef USE_GRID
@@ -325,18 +324,6 @@ Sector::fix_old_tiles()
       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);
@@ -613,9 +600,10 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   int max_x = int(x2+1);
   int max_y = int(y2+1);
 
-  CollisionHit temphit, hit;
+  TilemapCollisionHit temphit, hit;
   Rect dest = object->get_bbox();
   dest.move(object->movement);
+  hit.tileflags = 0;
   hit.time = -1; // represents an invalid value
   for(int x = starttilex; x*32 < max_x; ++x) {
     for(int y = starttiley; y*32 < max_y; ++y) {
@@ -623,7 +611,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
       if(!tile)
         continue;
       // skip non-solid tiles
-      if(!(tile->getAttributes() & Tile::SOLID))
+      if(tile->getAttributes() == 0)
         continue;
       // only handle unisolid when the player is falling down and when he was
       // above the tile before
@@ -640,22 +628,28 @@ Sector::collision_tilemap(MovingObject* object, int depth)
 
         if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
               triangle)) {
-          if(temphit.time > hit.time)
+          hit.tileflags |= tile->getAttributes();
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+            temphit.tileflags = hit.tileflags;
             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(temphit.time > hit.time)
+          hit.tileflags |= tile->getAttributes();
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+            temphit.tileflags = hit.tileflags;
             hit = temphit;
+          }
         }
       }
     }
   }
 
   // did we collide at all?
-  if(hit.time < 0)
+  if(hit.tileflags == 0)
     return;
  
   // call collision function
@@ -756,11 +750,11 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   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);
@@ -769,7 +763,7 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   }
   add_object(new_bullet);
 
-  sound_manager->play("sounds/shoot.ogg");
+  sound_manager->play("sounds/shoot.wav");
 
   return true;
 }