keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / sector.cpp
index 53edbf4..79d80c6 100644 (file)
@@ -16,7 +16,6 @@
 //  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 "gameloop.h"
-#include "resources.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/bullet.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
+#include "sector.hpp"
+#include "player_status.hpp"
+#include "object/gameobjs.hpp"
+#include "object/camera.hpp"
+#include "object/background.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 "scripting/script_interpreter.hpp"
+#include "scripting/sound.hpp"
+#include "scripting/scripted_object.hpp"
+#include "scripting/text.hpp"
 
 //#define USE_GRID
 
@@ -65,11 +71,15 @@ Sector::Sector()
   : gravity(10), player(0), solids(0), camera(0),
     currentmusic(LEVEL_MUSIC)
 {
-  song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
+  song_title = "chipdisko.ogg";
+  player = new Player(player_status);
   add_object(player);
 
+#ifdef USE_GRID
   grid = new CollisionGrid(32000, 32000);
+#else
+  grid = 0;
+#endif
 }
 
 Sector::~Sector()
@@ -107,6 +117,14 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
     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);
@@ -138,15 +156,11 @@ Sector::parse(const lisp::Lisp& sector)
       iter.value()->get(gravity);
     } else if(token == "music") {
       iter.value()->get(song_title);
-      load_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) {
@@ -157,14 +171,15 @@ 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
@@ -225,9 +240,8 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   spawn->name = "main";
   spawnpoints.push_back(spawn);
 
-  song_title = "Mortimers_chipdisko.mod";
+  song_title = "chipdisko.ogg";
   reader.get("music", song_title);
-  load_music();
 
   int width, height = 15;
   reader.get("width", width);
@@ -310,18 +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);
@@ -410,6 +412,12 @@ Sector::activate(const std::string& spawnpoint)
   } else {
     activate(sp->pos);
   }
+
+  // Run init script
+  if(init_script != "") {
+    ScriptInterpreter::add_script_object(this,
+        std::string("Sector(") + name + ") - init", init_script);
+  }
 }
 
 void
@@ -417,38 +425,20 @@ Sector::activate(const Vector& player_pos)
 {
   _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;
-
-    default:
-      std::cerr << "Unknown bonus in PlayerStatus?!?\n";
-      break;
-  }
-
   player->move(player_pos);
   camera->reset(player->get_pos());
 }
 
-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)
 {
   player->check_bounds(camera);
 
@@ -458,7 +448,7 @@ Sector::action(float elapsed_time)
     if(!object->is_valid())
       continue;
 
-    object->action(elapsed_time);
+    object->update(elapsed_time);
   }
 #else
   /* update objects */
@@ -468,7 +458,7 @@ Sector::action(float elapsed_time)
     if(!object->is_valid())
       continue;
     
-    object->action(elapsed_time);
+    object->update(elapsed_time);
   }
 #endif
   
@@ -496,10 +486,12 @@ Sector::update_game_objects()
           std::remove(bullets.begin(), bullets.end(), bullet),
           bullets.end());
     }
+#ifdef USE_GRID
     MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
     if(movingobject) {
       grid->remove_object(movingobject);
     }
+#endif
     delete *i;
     i = gameobjects.erase(i);
   }
@@ -514,9 +506,11 @@ Sector::update_game_objects()
     if(bullet)
       bullets.push_back(bullet);
 
+#ifdef USE_GRID
     MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
     if(movingobject)
       grid->add_object(movingobject);
+#endif
     
     TileMap* tilemap = dynamic_cast<TileMap*> (object);
     if(tilemap && tilemap->is_solid()) {
@@ -606,19 +600,25 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   int max_x = int(x2+1);
   int max_y = int(y2+1);
 
-  CollisionHit temphit, hit;
-  Rectangle dest = object->get_bbox();
+  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) {
       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(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+          continue;
+      }
 
       if(tile->getAttributes() & Tile::SLOPE) { // slope tile
         AATriangle triangle;
@@ -628,22 +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
-        Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
+        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
@@ -664,9 +670,9 @@ void
 Sector::collision_object(MovingObject* object1, MovingObject* object2)
 {
   CollisionHit hit;
-  Rectangle dest1 = object1->get_bbox();
+  Rect dest1 = object1->get_bbox();
   dest1.move(object1->get_movement());
-  Rectangle dest2 = object2->get_bbox();
+  Rect dest2 = object2->get_bbox();
   dest2.move(object2->get_movement());
 
   Vector movement = object1->get_movement() - object2->get_movement();
@@ -742,25 +748,22 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   // 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;
-    
-  if(player->got_power == Player::FIRE_POWER) {
+
+  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));
+  sound_manager->play("sounds/shoot.wav");
 
   return true;
 }
@@ -779,49 +782,23 @@ Sector::add_floating_text(const Vector& pos, const std::string& text)
 }
 
 void
-Sector::load_music()
-{
-  char* song_path;
-  char* song_subtitle;
-                                                                                
-  level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
-                                                                                
-  song_path = (char *) malloc(sizeof(char) * datadir.length() +
-                              strlen(song_title.c_str()) + 8 + 5);
-  song_subtitle = strdup(song_title.c_str());
-  strcpy(strstr(song_subtitle, "."), "\0");
-  sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
-          song_subtitle, strstr(song_title.c_str(), "."));
-  if(!SoundManager::get()->exists_music(song_path)) {
-    level_song_fast = level_song;
-  } else {
-    level_song_fast = SoundManager::get()->load_music(song_path);
-  }
-  free(song_subtitle);
-  free(song_path);
-}
-
-void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
 {
   currentmusic = type;
   switch(currentmusic) {
-    case HURRYUP_MUSIC:
-      SoundManager::get()->play_music(level_song_fast);
-      break;
     case LEVEL_MUSIC:
-      SoundManager::get()->play_music(level_song);
+      sound_manager->play_music(std::string("music/") + song_title);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
+      sound_manager->play_music("music/salcon.ogg");
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->play_music("");
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   return currentmusic;
@@ -834,7 +811,7 @@ Sector::get_total_badguys()
   for(GameObjects::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-    if(badguy)
+    if (badguy && badguy->countMe)
       total_badguys++;
   }
 
@@ -842,7 +819,7 @@ Sector::get_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