#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/particlesystem_interactive.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 "spawn_point.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
: gravity(10), player(0), solids(0), camera(0),
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()
iter.value()->get(gravity);
} else if(token == "music") {
iter.value()->get(song_title);
- load_music();
} else if(token == "spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
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);
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);
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);
}
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()) {
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) {
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
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
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("/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;
}
}