- Change ScriptInterpreter to a gameobject, so we can now have several script
[supertux.git] / src / sector.cpp
index 01c4ea6..80f76c8 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 "lisp/list_iterator.h"
 #include "tile.h"
 #include "audio/sound_manager.h"
-#include "gameloop.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 "special/collision.h"
-#include "math/rectangle.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"
+
+//#define USE_GRID
 
 Sector* Sector::_current = 0;
 
@@ -63,7 +71,7 @@ Sector::Sector()
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
+  player = new Player(&player_status);
   add_object(player);
 
   grid = new CollisionGrid(32000, 32000);
@@ -100,6 +108,10 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
     SnowParticleSystem* partsys = new SnowParticleSystem();
     partsys->parse(reader);
     return partsys;
+  } else if(name == "particles-rain") {
+    RainParticleSystem* partsys = new RainParticleSystem();
+    partsys->parse(reader);
+    return partsys;
   } else if(name == "particles-clouds") {
     CloudParticleSystem* partsys = new CloudParticleSystem();
     partsys->parse(reader);
@@ -140,6 +152,8 @@ Sector::parse(const lisp::Lisp& sector)
       spawnpoint_lisp->get("x", sp->pos.x);
       spawnpoint_lisp->get("y", sp->pos.y);
       spawnpoints.push_back(sp);
+    } else if(token == "init-script") {
+      iter.value()->get(init_script);
     } else {
       GameObject* object = parse_object(token, *(iter.lisp()));
       if(object) {
@@ -150,14 +164,15 @@ 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
@@ -206,6 +221,8 @@ Sector::parse_old_format(const lisp::Lisp& reader)
     add_object(new CloudParticleSystem());
   else if(particlesystem == "snow")
     add_object(new SnowParticleSystem());
+  else if(particlesystem == "rain")
+    add_object(new RainParticleSystem());
 
   Vector startpos(100, 170);
   reader.get("start_pos_x", startpos.x);
@@ -323,7 +340,8 @@ Sector::fix_old_tiles()
         add_object(new Brick(pos, tile->getData()));
         solids->change(x, y, 0);
       } else if(tile->getAttributes() & Tile::GOAL) {
-        add_object(new SequenceTrigger(pos, "endsequence"));
+        std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+        add_object(new SequenceTrigger(pos, sequence));
         solids->change(x, y, 0);
       }
     }                                                   
@@ -382,23 +400,6 @@ Sector::add_object(GameObject* object)
 void
 Sector::activate(const std::string& spawnpoint)
 {
-  _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;
-    }
-
   SpawnPoint* sp = 0;
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i) {
@@ -406,36 +407,47 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }
+  }                                                                           
   if(!sp) {
     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
   } else {
-    player->move(sp->pos);
+    activate(sp->pos);
+  }
+
+  // Run init script
+  if(init_script != "") {
+    try {
+      ScriptInterpreter* interpreter = new ScriptInterpreter(this);
+      std::string sourcename = std::string("Sector(") + name + ") - init";
+      std::istringstream in(init_script);
+      interpreter->load_script(in, sourcename);
+      interpreter->start_script();
+      add_object(interpreter);
+      init_script = "";
+    } catch(std::exception& e) {
+      std::cerr << "Couldn't execute init script: " << e.what() << "\n";
+    }
   }
-
-  camera->reset(player->get_pos());
 }
 
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::activate(const Vector& player_pos)
 {
-  Vector best_reset_point = Vector(-1,-1);
-
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    if((*i)->name != "main")
-      continue;
-    if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
-      best_reset_point = (*i)->pos;
-  }
+  _current = this;
 
-  return best_reset_point;
+  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));
 }
@@ -600,7 +612,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   int max_y = int(y2+1);
 
   CollisionHit temphit, hit;
-  Rectangle dest = object->get_bbox();
+  Rect dest = object->get_bbox();
   dest.move(object->movement);
   hit.time = -1; // represents an invalid value
   for(int x = starttilex; x*32 < max_x; ++x) {
@@ -608,10 +620,15 @@ Sector::collision_tilemap(MovingObject* object, int depth)
       const Tile* tile = solids->get_tile(x, y);
       if(!tile)
         continue;
+      // skip non-solid tiles
       if(!(tile->getAttributes() & Tile::SOLID))
         continue;
-      if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 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;
@@ -625,7 +642,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
             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)
@@ -657,9 +674,9 @@ 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();
@@ -688,7 +705,7 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2)
 void
 Sector::collision_handler()
 {
-#if 0
+#ifdef USE_GRID
   grid->check_collisions();
 #else
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
@@ -732,24 +749,25 @@ Sector::collision_handler()
 bool
 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  if(player->got_power == Player::FIRE_POWER) {
+  // 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;
+
+  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_sound("shoot");
 
   return true;
 }
@@ -770,50 +788,28 @@ 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);
+  level_song = sound_manager->load_music(
+    get_resource_filename("/music/" + song_title));
 }
 
 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(level_song);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
-      break;
-    case CREDITS_MUSIC:
-      SoundManager::get()->play_music(credits_song);
+      sound_manager->play_music(herring_song);
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->halt_music();
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   return currentmusic;
@@ -823,19 +819,18 @@ int
 Sector::get_total_badguys()
 {
   int total_badguys = 0;
-#if 0
-  for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
-    {
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
     if(badguy)
       total_badguys++;
-    }
-#endif
+  }
+
   return 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