// 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 "utils/lispreader.h"
-#include "badguy.h"
-#include "gameobjs.h"
-#include "camera.h"
-#include "background.h"
-#include "particlesystem.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 "tilemap.h"
#include "audio/sound_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
#include "resources.h"
#include "statistics.h"
-#include "special/collision.h"
-#include "math/rectangle.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/platform.h"
-#include "trigger/door.h"
+#include "object/invisible_block.h"
#include "object/bullet.h"
+#include "object/text_object.h"
#include "badguy/jumpy.h"
-#include "badguy/snowball.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/flame.h"
-#include "badguy/mriceblock.h"
-#include "badguy/mrbomb.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;
Sector::Sector()
- : gravity(10), player(0), solids(0), background(0), camera(0),
+ : gravity(10), player(0), solids(0), camera(0),
currentmusic(LEVEL_MUSIC)
{
song_title = "Mortimers_chipdisko.mod";
- player = new Player();
+ player = new Player(&player_status);
add_object(player);
+
+ grid = new CollisionGrid(32000, 32000);
}
Sector::~Sector()
{
+ update_game_objects();
+ assert(gameobjects_new.size() == 0);
+
+ delete grid;
+
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
delete *i;
_current = 0;
}
-Sector *Sector::create(const std::string& name, size_t width, size_t height)
-{
- Sector *sector = new Sector;
- sector->name = name;
- TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
- TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
- TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
- sector->add_object(background);
- sector->add_object(interactive);
- sector->add_object(foreground);
- sector->solids = interactive;
- sector->camera = new Camera(sector);
- sector->add_object(sector->camera);
- sector->update_game_objects();
- return sector;
-}
-
GameObject*
-Sector::parseObject(const std::string& name, LispReader& reader)
+Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
{
- if(name == "background") {
- background = new Background(reader);
- return background;
- } else if(name == "camera") {
- if(camera) {
- std::cerr << "Warning: More than 1 camera defined in sector.\n";
- return 0;
- }
- camera = new Camera(this);
- camera->read(reader);
+ if(name == "camera") {
+ Camera* camera = new Camera(this);
+ camera->parse(reader);
return camera;
- } else if(name == "tilemap") {
- TileMap* tilemap = new TileMap(reader);
-
- if(tilemap->is_solid()) {
- if(solids) {
- std::cerr << "Warning multiple solid tilemaps in sector.\n";
- return 0;
- }
- solids = tilemap;
- }
- return tilemap;
} else if(name == "particles-snow") {
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);
return partsys;
- } else if(name == "door") {
- return new Door(reader);
- } else if(name == "platform") {
- return new Platform(reader);
- } else if(name == "jumpy" || name == "money") {
+ } else if(name == "money") { // for compatibility with old maps
return new Jumpy(reader);
- } else if(name == "snowball") {
- return new SnowBall(reader);
- } else if(name == "bouncingsnowball") {
- return new BouncingSnowball(reader);
- } else if(name == "flame") {
- return new Flame(reader);
- } else if(name == "mriceblock") {
- return new MrIceBlock(reader);
- } else if(name == "mrbomb") {
- return new MrBomb(reader);
- }
-#if 0
- else if(badguykind_from_string(name) != BAD_INVALID) {
- return new BadGuy(badguykind_from_string(name), reader);
- } else if(name == "trampoline") {
- return new Trampoline(reader);
- } else if(name == "flying-platform") {
- return new FlyingPlatform(reader);
-#endif
+ }
- std::cerr << "Unknown object type '" << name << "'.\n";
- return 0;
+ try {
+ return create_object(name, reader);
+ } catch(std::exception& e) {
+ std::cerr << e.what() << "\n";
+ }
+
+ return 0;
}
void
-Sector::parse(LispReader& lispreader)
+Sector::parse(const lisp::Lisp& sector)
{
_current = this;
- for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
- cur = lisp_cdr(cur)) {
- std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
- // FIXME: doesn't handle empty data
- lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
- LispReader reader(lisp_cdr(lisp_car(cur)));
-
+ lisp::ListIterator iter(§or);
+ while(iter.next()) {
+ const std::string& token = iter.item();
if(token == "name") {
- name = lisp_string(data);
+ iter.value()->get(name);
} else if(token == "gravity") {
- gravity = lisp_real(data);
+ iter.value()->get(gravity);
} else if(token == "music") {
- song_title = lisp_string(data);
+ iter.value()->get(song_title);
load_music();
- } else if(token == "spawn-points") {
+ } else if(token == "spawnpoint") {
+ const lisp::Lisp* spawnpoint_lisp = iter.lisp();
+
SpawnPoint* sp = new SpawnPoint;
- reader.read_string("name", sp->name);
- reader.read_float("x", sp->pos.x);
- reader.read_float("y", sp->pos.y);
+ spawnpoint_lisp->get("name", sp->name);
+ 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 = parseObject(token, reader);
+ GameObject* object = parse_object(token, *(iter.lisp()));
if(object) {
add_object(object);
}
}
}
+ update_game_objects();
+ fix_old_tiles();
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
-Sector::parse_old_format(LispReader& reader)
+Sector::parse_old_format(const lisp::Lisp& reader)
{
_current = this;
name = "main";
- reader.read_float("gravity", gravity);
+ reader.get("gravity", gravity);
std::string backgroundimage;
- reader.read_string("background", backgroundimage);
+ reader.get("background", backgroundimage);
float bgspeed = .5;
- reader.read_float("bkgd_speed", bgspeed);
+ reader.get("bkgd_speed", bgspeed);
bgspeed /= 100;
Color bkgd_top, bkgd_bottom;
int r = 0, g = 0, b = 128;
- reader.read_int("bkgd_red_top", r);
- reader.read_int("bkgd_green_top", g);
- reader.read_int("bkgd_blue_top", b);
+ reader.get("bkgd_red_top", r);
+ reader.get("bkgd_green_top", g);
+ reader.get("bkgd_blue_top", b);
bkgd_top.red = r;
bkgd_top.green = g;
bkgd_top.blue = b;
- reader.read_int("bkgd_red_bottom", r);
- reader.read_int("bkgd_green_bottom", g);
- reader.read_int("bkgd_blue_bottom", b);
+ reader.get("bkgd_red_bottom", r);
+ reader.get("bkgd_green_bottom", g);
+ reader.get("bkgd_blue_bottom", b);
bkgd_bottom.red = r;
bkgd_bottom.green = g;
bkgd_bottom.blue = b;
if(backgroundimage != "") {
- background = new Background;
+ Background* background = new Background;
background->set_image(backgroundimage, bgspeed);
add_object(background);
} else {
- background = new Background;
+ Background* background = new Background;
background->set_gradient(bkgd_top, bkgd_bottom);
add_object(background);
}
std::string particlesystem;
- reader.read_string("particle_system", particlesystem);
+ reader.get("particle_system", particlesystem);
if(particlesystem == "clouds")
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.read_float("start_pos_x", startpos.x);
- reader.read_float("start_pos_y", startpos.y);
+ reader.get("start_pos_x", startpos.x);
+ reader.get("start_pos_y", startpos.y);
SpawnPoint* spawn = new SpawnPoint;
spawn->pos = startpos;
spawnpoints.push_back(spawn);
song_title = "Mortimers_chipdisko.mod";
- reader.read_string("music", song_title);
+ reader.get("music", song_title);
load_music();
int width, height = 15;
- reader.read_int("width", width);
- reader.read_int("height", height);
+ reader.get("width", width);
+ reader.get("height", height);
std::vector<unsigned int> tiles;
- if(reader.read_int_vector("interactive-tm", tiles)
- || reader.read_int_vector("tilemap", tiles)) {
+ if(reader.get_vector("interactive-tm", tiles)
+ || reader.get_vector("tilemap", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_TILES, true);
- solids = tilemap;
add_object(tilemap);
-
- // hack for now...
- for(size_t x=0; x < solids->get_width(); ++x) {
- for(size_t y=0; y < solids->get_height(); ++y) {
- const Tile* tile = solids->get_tile(x, y);
-
- if(tile->attributes & Tile::COIN) {
- Coin* coin = new Coin(Vector(x*32, y*32));
- add_object(coin);
- solids->change(x, y, 0);
- } else if(tile->attributes & Tile::FULLBOX) {
- BonusBlock* block = new BonusBlock(Vector(x*32, y*32), tile->data);
- add_object(block);
- solids->change(x, y, 0);
- } else if(tile->attributes & Tile::BRICK) {
- Brick* brick = new Brick(Vector(x*32, y*32), tile->data);
- add_object(brick);
- solids->change(x, y, 0);
- } else if(tile->attributes & Tile::GOAL) {
- SequenceTrigger* trigger = new SequenceTrigger(Vector(x*32, y*32),
- "endsequence");
- add_object(trigger);
- solids->change(x, y, 0);
- }
- }
- }
}
- if(reader.read_int_vector("background-tm", tiles)) {
+ if(reader.get_vector("background-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
add_object(tilemap);
}
- if(reader.read_int_vector("foreground-tm", tiles)) {
+ if(reader.get_vector("foreground-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
add_object(tilemap);
}
// read reset-points (now spawn-points)
- {
- lisp_object_t* cur = 0;
- if(reader.read_lisp("reset-points", cur)) {
- while(!lisp_nil_p(cur)) {
- lisp_object_t* data = lisp_car(cur);
- LispReader reader(lisp_cdr(data));
-
+ const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
+ if(resetpoints) {
+ lisp::ListIterator iter(resetpoints);
+ while(iter.next()) {
+ if(iter.item() == "point") {
Vector sp_pos;
- if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
+ if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
{
SpawnPoint* sp = new SpawnPoint;
sp->name = "main";
sp->pos = sp_pos;
spawnpoints.push_back(sp);
}
-
- cur = lisp_cdr(cur);
+ } else {
+ std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
}
}
}
// read objects
- {
- lisp_object_t* cur = 0;
- if(reader.read_lisp("objects", cur)) {
- while(!lisp_nil_p(cur)) {
- lisp_object_t* data = lisp_car(cur);
- std::string object_type = lisp_symbol(lisp_car(data));
-
- LispReader reader(lisp_cdr(data));
-
- GameObject* object = parseObject(object_type, reader);
- if(object) {
- add_object(object);
- } else {
- std::cerr << "Unknown object '" << object_type << "' in level.\n";
- }
-
- cur = lisp_cdr(cur);
+ const lisp::Lisp* objects = reader.get_lisp("objects");
+ if(objects) {
+ lisp::ListIterator iter(objects);
+ while(iter.next()) {
+ GameObject* object = parse_object(iter.item(), *(iter.lisp()));
+ if(object) {
+ add_object(object);
+ } else {
+ std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
}
}
}
// add a camera
- camera = new Camera(this);
+ Camera* camera = new Camera(this);
add_object(camera);
+
+ update_game_objects();
+ fix_old_tiles();
+ update_game_objects();
+ if(solids == 0)
+ throw std::runtime_error("sector does not contain a solid tile layer.");
}
void
-Sector::write(LispWriter& writer)
+Sector::fix_old_tiles()
+{
+ // hack for now...
+ for(size_t x=0; x < solids->get_width(); ++x) {
+ for(size_t y=0; y < solids->get_height(); ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ Vector pos(x*32, y*32);
+
+ 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);
+ } else if(tile->getAttributes() & Tile::FULLBOX) {
+ add_object(new BonusBlock(pos, tile->getData()));
+ solids->change(x, y, 0);
+ } else if(tile->getAttributes() & Tile::BRICK) {
+ add_object(new Brick(pos, tile->getData()));
+ solids->change(x, y, 0);
+ } else if(tile->getAttributes() & Tile::GOAL) {
+ std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+ add_object(new SequenceTrigger(pos, sequence));
+ solids->change(x, y, 0);
+ }
+ }
+ }
+}
+
+void
+Sector::write(lisp::Writer& writer)
{
writer.write_string("name", name);
writer.write_float("gravity", gravity);
}
void
-Sector::do_vertical_flip()
-{
- // remove or fix later
-#if 0
- for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
- {
- TileMap* tilemap = dynamic_cast<TileMap*> (*i);
- if(tilemap)
- {
- tilemap->do_vertical_flip();
- }
-
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
- badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
- Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
- if(trampoline)
- trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
- FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
- if(flying_platform)
- flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
- Door* door = dynamic_cast<Door*> (*i);
- if(door)
- door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
- }
-
- for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
- ++i) {
- SpawnPoint* spawn = *i;
- spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
- }
-#endif
-}
-
-void
Sector::add_object(GameObject* object)
{
// make sure the object isn't already in the list
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) {
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);
+ _current = this;
- 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;
- }
+ player->move(player_pos);
+ camera->reset(player->get_pos());
+}
- return best_reset_point;
+Rect
+Sector::get_active_region()
+{
+ return Rect(
+ camera->get_translation() - Vector(1600, 1200),
+ camera->get_translation() + Vector(1600, 1200));
}
void
Sector::action(float elapsed_time)
{
player->check_bounds(camera);
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->action(elapsed_time);
+ }
+#else
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
object->action(elapsed_time);
}
-
+#endif
+
/* Handle all possible collisions. */
- collision_handler();
-
+ collision_handler();
update_game_objects();
}
/** cleanup marked objects */
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
- if((*i)->is_valid() == false) {
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
- if(bullet) {
- bullets.erase(
- std::remove(bullets.begin(), bullets.end(), bullet),
- bullets.end());
- }
-#if 0
- InteractiveObject* interactive_object =
- dynamic_cast<InteractiveObject*> (*i);
- if(interactive_object) {
- interactive_objects.erase(
- std::remove(interactive_objects.begin(), interactive_objects.end(),
- interactive_object), interactive_objects.end());
- }
-#endif
- delete *i;
- i = gameobjects.erase(i);
- } else {
+ GameObject* object = *i;
+
+ if(object->is_valid()) {
++i;
+ continue;
+ }
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
+ }
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject) {
+ grid->remove_object(movingobject);
}
+ delete *i;
+ i = gameobjects.erase(i);
}
/* add newly created objects */
for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
i != gameobjects_new.end(); ++i)
{
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
- if(bullet)
- bullets.push_back(bullet);
-#if 0
- InteractiveObject* interactive_object
- = dynamic_cast<InteractiveObject*> (*i);
- if(interactive_object)
- interactive_objects.push_back(interactive_object);
-#endif
+ GameObject* object = *i;
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet)
+ bullets.push_back(bullet);
+
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject)
+ grid->add_object(movingobject);
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (object);
+ if(tilemap && tilemap->is_solid()) {
+ if(solids == 0) {
+ solids = tilemap;
+ } else {
+ std::cerr << "Another solid tilemaps added. Ignoring.";
+ }
+ }
+
+ Camera* camera = dynamic_cast<Camera*> (object);
+ if(camera) {
+ if(this->camera != 0) {
+ std::cerr << "Warning: Multiple cameras added. Ignoring.";
+ continue;
+ }
+ this->camera = camera;
+ }
- gameobjects.push_back(*i);
+ gameobjects.push_back(object);
}
gameobjects_new.clear();
}
{
context.push_transform();
context.set_translation(camera->get_translation());
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->draw(context);
+ }
+#else
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
object->draw(context);
}
+#endif
context.pop_transform();
}
+static const float DELTA = .001;
+
void
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.depth = -1;
+ 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->attributes & Tile::SOLID))
- continue;
- if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
+ // skip non-solid tiles
+ if(!(tile->getAttributes() & Tile::SOLID))
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->attributes & Tile::SLOPE) { // slope tile
+ if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;
Vector p1(x*32, y*32);
Vector p2((x+1)*32, (y+1)*32);
- switch(tile->data) {
- case 0:
- triangle = AATriangle(p1, p2, AATriangle::SOUTHWEST);
- break;
- case 1:
- triangle = AATriangle(p1, p2, AATriangle::NORTHEAST);
- break;
- case 2:
- triangle = AATriangle(p1, p2, AATriangle::SOUTHEAST);
- break;
- case 3:
- triangle = AATriangle(p1, p2, AATriangle::NORTHWEST);
- break;
- default:
- printf("Invalid slope angle in tile %d !\n", tile->id);
- break;
- }
+ triangle = AATriangle(p1, p2, tile->getData());
- if(Collision::rectangle_aatriangle(temphit, dest, triangle)) {
- if(temphit.depth > hit.depth)
+ if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+ triangle)) {
+ if(temphit.time > hit.time)
hit = temphit;
}
} else { // normal rectangular tile
- Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest, rect)) {
- if(temphit.depth > hit.depth)
+ 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 = temphit;
}
}
}
// did we collide at all?
- if(hit.depth == -1)
+ if(hit.time < 0)
return;
// call collision function
return;
}
// move out of collision and try again
- object->movement += hit.normal * (hit.depth + .001);
+ object->movement += hit.normal * (hit.depth + DELTA);
collision_tilemap(object, depth+1);
}
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());
- if(Collision::rectangle_rectangle(hit, dest1, dest2)) {
- HitResponse response = object1->collision(*object2, hit);
- if(response == ABORT_MOVE) {
- object1->movement = Vector(0, 0);
- } else if(response == CONTINUE) {
- object1->movement += hit.normal * (hit.depth/2 + .001);
- }
+
+ Vector movement = object1->get_movement() - object2->get_movement();
+ if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
+ HitResponse response1 = object1->collision(*object2, hit);
hit.normal *= -1;
- response = object2->collision(*object1, hit);
- if(response == ABORT_MOVE) {
- object2->movement = Vector(0, 0);
- } else if(response == CONTINUE) {
- object2->movement += hit.normal * (hit.depth/2 + .001);
+ HitResponse response2 = object2->collision(*object1, hit);
+
+ if(response1 != CONTINUE) {
+ if(response1 == ABORT_MOVE)
+ object1->movement = Vector(0, 0);
+ if(response2 == CONTINUE)
+ object2->movement += hit.normal * (hit.depth + DELTA);
+ } else if(response2 != CONTINUE) {
+ if(response2 == ABORT_MOVE)
+ object2->movement = Vector(0, 0);
+ if(response1 == CONTINUE)
+ object1->movement += -hit.normal * (hit.depth + DELTA);
+ } else {
+ object1->movement += -hit.normal * (hit.depth/2 + DELTA);
+ object2->movement += hit.normal * (hit.depth/2 + DELTA);
}
}
}
void
Sector::collision_handler()
{
+#ifdef USE_GRID
+ grid->check_collisions();
+#else
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* gameobject = *i;
- if(!gameobject->is_valid()
- || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET)
+ if(!gameobject->is_valid())
continue;
MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
if(!movingobject)
continue;
-
+ if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
+ movingobject->bbox.move(movingobject->movement);
+ movingobject->movement = Vector(0, 0);
+ continue;
+ }
+
// collision with tilemap
if(! (movingobject->movement == Vector(0, 0)))
collision_tilemap(movingobject, 0);
collision_object(movingobject, movingobject2);
}
-
+
movingobject->bbox.move(movingobject->get_movement());
movingobject->movement = Vector(0, 0);
}
+#endif
}
-void
-Sector::add_score(const Vector& pos, int s)
-{
- global_stats.add_points(SCORE_STAT, s);
-
- add_object(new FloatingText(pos, s));
-}
-
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;
}
return true;
}
-bool
-Sector::add_particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color, int size, int life_time, int drawing_layer)
-{
- add_object(new Particles(epicenter, min_angle, max_angle, initial_velocity, acceleration, number, color, size, life_time, drawing_layer));
- return true;
-}
-
void
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);
+ 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;
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