keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / sector.cpp
index aeb4530..79d80c6 100644 (file)
 #include <sstream>
 #include <stdexcept>
 
-#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/rect.h"
-#include "math/aatriangle.h"
-#include "object/coin.h"
-#include "object/block.h"
-#include "object/invisible_block.h"
-#include "object/bullet.h"
-#include "object/text_object.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
-#include "player_status.h"
-#include "scripting/script_interpreter.h"
-#include "scripting/sound.h"
-#include "scripting/scripted_object.h"
-#include "scripting/text.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
 
@@ -68,13 +69,17 @@ Sector* Sector::_current = 0;
 
 Sector::Sector()
   : gravity(10), player(0), solids(0), camera(0),
-    interpreter(0), currentmusic(LEVEL_MUSIC)
+    currentmusic(LEVEL_MUSIC)
 {
-  song_title = "Mortimers_chipdisko.mod";
-  player = new Player(&player_status);
+  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()
@@ -112,6 +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);
@@ -143,14 +156,8 @@ 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);
@@ -233,9 +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);
@@ -318,18 +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);
@@ -421,43 +415,8 @@ Sector::activate(const std::string& spawnpoint)
 
   // Run init script
   if(init_script != "") {
-    try {
-      // TODO we should keep the interpreter across sessions (or some variables)
-      // so that you can store information across levels/sectors...
-      delete interpreter;
-      interpreter = 0;
-      interpreter = new ScriptInterpreter();
-
-      // expose ScriptedObjects to the script
-      for(GameObjects::iterator i = gameobjects.begin();
-          i != gameobjects.end(); ++i) {
-        GameObject* object = *i;
-        Scripting::ScriptedObject* scripted_object
-          = dynamic_cast<Scripting::ScriptedObject*> (object);
-        if(!scripted_object)
-          continue;
-
-        std::cout << "Exposing " << scripted_object->get_name() << "\n";
-        interpreter->expose_object(scripted_object,
-                                   scripted_object->get_name(),
-                                   "ScriptedObject");
-      }
-      Scripting::Sound* sound = new Scripting::Sound();
-      interpreter->expose_object(sound, "Sound", "Sound");
-      TextObject* text_object = new TextObject();
-      add_object(text_object);
-      Scripting::Text* text = static_cast<Scripting::Text*> (text_object);
-      interpreter->expose_object(text, "Text", "Text");
-
-      std::string sourcename = std::string("Sector(") + name + ") - init";
-      std::istringstream in(init_script);
-      printf("Load script.\n");
-      interpreter->load_script(in, sourcename);
-      printf("run script.\n");
-      interpreter->run_script();
-    } catch(std::exception& e) {
-      std::cerr << "Couldn't execute init script: " << e.what() << "\n";
-    }
+    ScriptInterpreter::add_script_object(this,
+        std::string("Sector(") + name + ") - init", init_script);
   }
 }
 
@@ -479,11 +438,8 @@ Sector::get_active_region()
 }
 
 void
-Sector::action(float elapsed_time)
+Sector::update(float elapsed_time)
 {
-  if(interpreter)
-    interpreter->update();
-  
   player->check_bounds(camera);
 
 #if 0
@@ -492,7 +448,7 @@ Sector::action(float elapsed_time)
     if(!object->is_valid())
       continue;
 
-    object->action(elapsed_time);
+    object->update(elapsed_time);
   }
 #else
   /* update objects */
@@ -502,7 +458,7 @@ Sector::action(float elapsed_time)
     if(!object->is_valid())
       continue;
     
-    object->action(elapsed_time);
+    object->update(elapsed_time);
   }
 #endif
   
@@ -530,10 +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);
   }
@@ -548,9 +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()) {
@@ -640,9 +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) {
@@ -650,7 +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
@@ -667,22 +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
@@ -783,11 +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);
@@ -796,7 +763,7 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   }
   add_object(new_bullet);
 
-  sound_manager->play_sound("shoot");
+  sound_manager->play("sounds/shoot.wav");
 
   return true;
 }
@@ -815,25 +782,18 @@ Sector::add_floating_text(const Vector& pos, const std::string& text)
 }
 
 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(std::string("music/") + song_title);
       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;
   }
 }
@@ -851,7 +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++;
   }