// 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 "sector.h"
+#include <config.h>
#include <memory>
+#include <algorithm>
#include <stdexcept>
#include <iostream>
#include <fstream>
+#include <sstream>
#include <stdexcept>
-#include "lispreader.h"
-
-#include "badguy.h"
-#include "special.h"
-#include "gameobjs.h"
-#include "camera.h"
-#include "background.h"
-#include "particlesystem.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 "tilemap.h"
-#include "sound_manager.h"
-#include "gameloop.h"
+#include "audio/sound_manager.h"
+#include "game_session.h"
#include "resources.h"
-#include "interactive_object.h"
-#include "door.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"
+
+//#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)
+ ++i) {
delete *i;
+ }
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
++i)
_current = 0;
}
+GameObject*
+Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
+{
+ if(name == "camera") {
+ Camera* camera = new Camera(this);
+ camera->parse(reader);
+ return camera;
+ } 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 == "money") { // for compatibility with old maps
+ return new Jumpy(reader);
+ }
+
+ 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)));
- 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_integer(data);
+ iter.value()->get(gravity);
} else if(token == "music") {
- song_title = lisp_string(data);
+ iter.value()->get(song_title);
load_music();
- } else if(token == "camera") {
- if(camera) {
- std::cerr << "Warning: More than 1 camera defined in sector.\n";
- continue;
- }
- camera = new Camera(this);
- camera->read(reader);
- add_object(camera);
- } else if(token == "background") {
- background = new Background(reader);
- add_object(background);
- } else if(token == "playerspawn") {
+ } 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 == "tilemap") {
- TileMap* tilemap = new TileMap(reader);
- add_object(tilemap);
-
- if(tilemap->is_solid()) {
- if(solids) {
- std::cerr << "Warning multiple solid tilemaps in sector.\n";
- continue;
- }
- solids = tilemap;
- }
- } else if(badguykind_from_string(token) != BAD_INVALID) {
- add_object(new BadGuy(badguykind_from_string(token), reader));
- } else if(token == "trampoline") {
- add_object(new Trampoline(reader));
- } else if(token == "flying-platform") {
- add_object(new FlyingPlatform(reader));
- } else if(token == "particles-snow") {
- SnowParticleSystem* partsys = new SnowParticleSystem();
- partsys->parse(reader);
- add_object(partsys);
- } else if(token == "particles-clouds") {
- CloudParticleSystem* partsys = new CloudParticleSystem();
- partsys->parse(reader);
- add_object(partsys);
- } else if(token == "door") {
- add_object(new Door(reader));
+ } else if(token == "init-script") {
+ iter.value()->get(init_script);
} else {
- std::cerr << "Unknown object type '" << token << "'.\n";
+ 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);
}
- 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);
}
- // TODO read resetpoints
+ // read reset-points (now spawn-points)
+ 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.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);
+ }
+ } 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));
-
- if(object_type == "trampoline") {
- add_object(new Trampoline(reader));
- }
- else if(object_type == "flying-platform") {
- add_object(new FlyingPlatform(reader));
- }
- else {
- BadGuyKind kind = badguykind_from_string(object_type);
- add_object(new BadGuy(kind, reader));
- }
-
- 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::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(LispWriter& writer)
+Sector::write(lisp::Writer& writer)
{
writer.write_string("name", name);
writer.write_float("gravity", gravity);
+ writer.write_string("music", song_title);
+ // write spawnpoints
+ for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
+ ++i) {
+ SpawnPoint* spawn = *i;
+ writer.start_list("spawn-points");
+ writer.write_string("name", spawn->name);
+ writer.write_float("x", spawn->pos.x);
+ writer.write_float("y", spawn->pos.y);
+ writer.end_list("spawn-points");
+ }
+
+ // write objects
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
Serializable* serializable = dynamic_cast<Serializable*> (*i);
void
Sector::add_object(GameObject* object)
{
- // XXX a bit hackish, at least try to keep the number of these things down...
- BadGuy* badguy = dynamic_cast<BadGuy*> (object);
- if(badguy)
- badguys.push_back(badguy);
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet)
- bullets.push_back(bullet);
- Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
- if(upgrade)
- upgrades.push_back(upgrade);
- Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
- if(trampoline)
- trampolines.push_back(trampoline);
- FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
- if(flying_platform)
- flying_platforms.push_back(flying_platform);
- InteractiveObject* interactive_object
- = dynamic_cast<InteractiveObject*> (object);
- if(interactive_object)
- interactive_objects.push_back(interactive_object);
-
- gameobjects.push_back(object);
+ // make sure the object isn't already in the list
+#ifdef DEBUG
+ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
+ ++i) {
+ if(*i == object) {
+ assert("object already added to sector" == 0);
+ }
+ }
+ for(GameObjects::iterator i = gameobjects_new.begin();
+ i != gameobjects_new.end(); ++i) {
+ if(*i == object) {
+ assert("object already added to sector" == 0);
+ }
+ }
+#endif
+
+ gameobjects_new.push_back(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) {
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);
}
- camera->reset(Vector(player->base.x, player->base.y));
+ // 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";
+ }
+ }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
+ _current = this;
+
+ player->move(player_pos);
+ camera->reset(player->get_pos());
+}
+
+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);
-
- /* update objects (don't use iterators here, because the list might change
- * during the iteration)
- */
- for(size_t i = 0; i < gameobjects.size(); ++i)
- if(gameobjects[i]->is_valid())
- gameobjects[i]->action(elapsed_time);
-
+
+#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) {
+ GameObject* object = *i;
+ if(!object->is_valid())
+ continue;
+
+ object->action(elapsed_time);
+ }
+#endif
+
/* Handle all possible collisions. */
- collision_handler();
-
+ collision_handler();
+ update_game_objects();
+}
+
+void
+Sector::update_game_objects()
+{
/** cleanup marked objects */
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
- if((*i)->is_valid() == false) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy) {
- badguys.erase(std::remove(badguys.begin(), badguys.end(), badguy),
- badguys.end());
- }
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
- if(bullet) {
- bullets.erase(
- std::remove(bullets.begin(), bullets.end(), bullet),
- bullets.end());
- }
- 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());
- }
- Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
- if(upgrade) {
- upgrades.erase(
- std::remove(upgrades.begin(), upgrades.end(), upgrade),
- upgrades.end());
- }
- Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
- if(trampoline) {
- trampolines.erase(
- std::remove(trampolines.begin(), trampolines.end(), trampoline),
- trampolines.end());
+ 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)
+ {
+ 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.";
}
- FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
- if(flying_platform) {
- flying_platforms.erase(
- std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
- flying_platforms.end());
+ }
+
+ Camera* camera = dynamic_cast<Camera*> (object);
+ if(camera) {
+ if(this->camera != 0) {
+ std::cerr << "Warning: Multiple cameras added. Ignoring.";
+ continue;
}
-
- delete *i;
- i = gameobjects.erase(i);
- } else {
- ++i;
+ this->camera = camera;
}
+
+ gameobjects.push_back(object);
}
+ gameobjects_new.clear();
}
void
{
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) {
- if( (*i)->is_valid() )
- (*i)->draw(context);
+ GameObject* object = *i;
+ if(!object->is_valid())
+ continue;
+
+ object->draw(context);
}
+#endif
context.pop_transform();
}
+static const float DELTA = .001;
+
void
-Sector::collision_handler()
+Sector::collision_tilemap(MovingObject* object, int depth)
{
- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < bullets.size(); ++i)
- {
- for (BadGuys::iterator j = badguys.begin(); j != badguys.end(); ++j)
- {
- if((*j)->dying != DYING_NOT)
- continue;
-
- if(rectcollision(bullets[i]->base, (*j)->base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
- bullets[i]->collision(CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
- {
- if((*i)->dying != DYING_NOT)
+ if(depth >= 4) {
+#ifdef DEBUG
+ std::cout << "Max collision depth reached.\n";
+#endif
+ object->movement = Vector(0, 0);
+ return;
+ }
+
+ // calculate rectangle where the object will move
+ float x1, x2;
+ if(object->get_movement().x >= 0) {
+ x1 = object->get_pos().x;
+ x2 = object->get_bbox().p2.x + object->get_movement().x;
+ } else {
+ x1 = object->get_pos().x + object->get_movement().x;
+ x2 = object->get_bbox().p2.x;
+ }
+ float y1, y2;
+ if(object->get_movement().y >= 0) {
+ y1 = object->get_pos().y;
+ y2 = object->get_bbox().p2.y + object->get_movement().y;
+ } else {
+ y1 = object->get_pos().y + object->get_movement().y;
+ y2 = object->get_bbox().p2.y;
+ }
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1-1) / 32;
+ int starttiley = int(y1-1) / 32;
+ int max_x = int(x2+1);
+ int max_y = int(y2+1);
+
+ CollisionHit temphit, hit;
+ 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) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
continue;
-
- BadGuys::iterator j = i;
- ++j;
- for (; j != badguys.end(); ++j)
- {
- if(j == i || (*j)->dying != DYING_NOT)
- continue;
-
- if(rectcollision((*i)->base, (*j)->base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- (*j)->collision(*i, CO_BADGUY);
- (*i)->collision(*j, CO_BADGUY);
- }
- }
- }
- if(player->dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
- {
- if((*i)->dying != DYING_NOT)
+ // skip non-solid tiles
+ if(!(tile->getAttributes() & Tile::SOLID))
continue;
-
- if(rectcollision_offset((*i)->base, player->base, 0, 0))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- if (player->previous_base.y < player->base.y &&
- player->previous_base.y + player->previous_base.height
- < (*i)->base.y + (*i)->base.height/2
- && !player->invincible_timer.started())
- {
- (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- player->collision(*i, CO_BADGUY);
- (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
- }
+ // 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;
+ Vector p1(x*32, y*32);
+ Vector p2((x+1)*32, (y+1)*32);
+ triangle = AATriangle(p1, p2, tile->getData());
+
+ if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+ triangle)) {
+ if(temphit.time > hit.time)
+ hit = temphit;
}
- }
-
- // CO_UPGRADE & CO_PLAYER check
- for(unsigned int i = 0; i < upgrades.size(); ++i)
- {
- if(rectcollision(upgrades[i]->base, player->base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrades[i]->collision(player, CO_PLAYER, COLLISION_NORMAL);
+ } 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 = temphit;
}
- }
-
- // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- {
- if (rectcollision((*i)->base, player->base))
- {
- if (player->previous_base.y < player->base.y &&
- player->previous_base.y + player->previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
- {
- (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
- }
- else if (player->previous_base.y <= player->base.y)
- {
- player->collision(*i, CO_TRAMPOLINE);
- (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
}
}
}
-
- // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
- for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
- {
- if (rectcollision((*i)->base, player->base))
- {
- if (player->previous_base.y < player->base.y &&
- player->previous_base.y + player->previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
- {
- (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
- player->collision(*i, CO_FLYING_PLATFORM);
- }
-/* else if (player->previous_base.y <= player->base.y)
- {
- }*/
- }
+
+ // did we collide at all?
+ if(hit.time < 0)
+ return;
+
+ // call collision function
+ HitResponse response = object->collision(*solids, hit);
+ if(response == ABORT_MOVE) {
+ object->movement = Vector(0, 0);
+ return;
+ }
+ if(response == FORCE_MOVE) {
+ return;
}
+ // move out of collision and try again
+ object->movement += hit.normal * (hit.depth + DELTA);
+ collision_tilemap(object, depth+1);
}
void
-Sector::add_score(const Vector& pos, int s)
-{
- player_status.score += s;
-
- add_object(new FloatingScore(pos, s));
-}
-
-void
-Sector::add_bouncy_distro(const Vector& pos)
-{
- add_object(new BouncyDistro(pos));
-}
-
-void
-Sector::add_broken_brick(const Vector& pos, Tile* tile)
-{
- add_broken_brick_piece(pos, Vector(-1, -4), tile);
- add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
-
- add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
- add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
-}
-
-void
-Sector::add_broken_brick_piece(const Vector& pos, const Vector& movement,
- Tile* tile)
-{
- add_object(new BrokenBrick(tile, pos, movement));
-}
-
-void
-Sector::add_bouncy_brick(const Vector& pos)
+Sector::collision_object(MovingObject* object1, MovingObject* object2)
{
- add_object(new BouncyBrick(pos));
+ CollisionHit hit;
+ Rect dest1 = object1->get_bbox();
+ dest1.move(object1->get_movement());
+ Rect dest2 = object2->get_bbox();
+ dest2.move(object2->get_movement());
+
+ 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;
+ 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);
+ }
+ }
}
-BadGuy*
-Sector::add_bad_guy(float x, float y, BadGuyKind kind)
-{
- BadGuy* badguy = new BadGuy(kind, x, y);
- add_object(badguy);
- return badguy;
-}
-
void
-Sector::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
+Sector::collision_handler()
{
- add_object(new Upgrade(pos, dir, kind));
+#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())
+ 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 with other objects
+ for(std::vector<GameObject*>::iterator i2 = i+1;
+ i2 != gameobjects.end(); ++i2) {
+ GameObject* other_object = *i2;
+ if(!other_object->is_valid()
+ || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
+ continue;
+ MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
+ if(!movingobject2)
+ continue;
+
+ collision_object(movingobject, movingobject2);
+ }
+
+ movingobject->bbox.move(movingobject->get_movement());
+ movingobject->movement = Vector(0, 0);
+ }
+#endif
}
-
+
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);
-
- sound_manager->play_sound(sounds[SND_SHOOT]);
-
+
+ sound_manager->play_sound("shoot");
+
return true;
}
-/* Break a brick: */
bool
-Sector::trybreakbrick(const Vector& pos, bool small)
+Sector::add_smoke_cloud(const Vector& pos)
{
- Tile* tile = solids->get_tile_at(pos);
- if (!tile)
- {
- char errmsg[64];
- sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
- throw SuperTuxException(errmsg, __FILE__, __LINE__);
- }
-
- if (tile->attributes & Tile::BRICK)
- {
- if (tile->data > 0)
- {
- /* Get a distro from it: */
- add_bouncy_distro(
- Vector(((int)(pos.x + 1) / 32) * 32, (int)(pos.y / 32) * 32));
-
- // TODO: don't handle this in a global way but per-tile...
- if (!counting_distros)
- {
- counting_distros = true;
- distro_counter = 5;
- }
- else
- {
- distro_counter--;
- }
-
- if (distro_counter <= 0)
- {
- counting_distros = false;
- solids->change_at(pos, tile->next_tile);
- }
-
- sound_manager->play_sound(sounds[SND_DISTRO]);
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
- return true;
- }
- else if (!small)
- {
- /* Get rid of it: */
- solids->change_at(pos, tile->next_tile);
-
- /* Replace it with broken bits: */
- add_broken_brick(Vector(
- ((int)(pos.x + 1) / 32) * 32,
- (int)(pos.y / 32) * 32), tile);
-
- /* Get some score: */
- sound_manager->play_sound(sounds[SND_BRICK]);
- player_status.score = player_status.score + SCORE_BRICK;
-
- return true;
- }
- }
-
- return false;
-}
-
-/* Empty a box: */
-void
-Sector::tryemptybox(const Vector& pos, Direction col_side)
-{
- Tile* tile = solids->get_tile_at(pos);
- if (!tile)
- {
- char errmsg[64];
- sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
- throw SuperTuxException(errmsg, __FILE__, __LINE__);
- }
-
-
- if (!(tile->attributes & Tile::FULLBOX))
- return;
-
- // according to the collision side, set the upgrade direction
- if(col_side == LEFT)
- col_side = RIGHT;
- else
- col_side = LEFT;
-
- int posx = ((int)(pos.x+1) / 32) * 32;
- int posy = (int)(pos.y/32) * 32 - 32;
- switch(tile->data)
- {
- case 1: // Box with a distro!
- add_bouncy_distro(Vector(posx, posy));
- sound_manager->play_sound(sounds[SND_DISTRO]);
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
- break;
-
- case 2: // Add a fire flower upgrade!
- if (player->size == SMALL) /* Tux is small, add mints! */
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
- else /* Tux is big, add a fireflower: */
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
- sound_manager->play_sound(sounds[SND_UPGRADE]);
- break;
-
- case 5: // Add an ice flower upgrade!
- if (player->size == SMALL) /* Tux is small, add mints! */
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
- else /* Tux is big, add an iceflower: */
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
- sound_manager->play_sound(sounds[SND_UPGRADE]);
- break;
-
- case 3: // Add a golden herring
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
- break;
-
- case 4: // Add a 1up extra
- add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
- break;
- default:
- break;
- }
-
- /* Empty the box: */
- solids->change_at(pos, tile->next_tile);
+ add_object(new SmokeCloud(pos));
+ return true;
}
-
-/* Try to grab a distro: */
-void
-Sector::trygrabdistro(const Vector& pos, int bounciness)
-{
- Tile* tile = solids->get_tile_at(pos);
- if (!tile)
- {
- /*char errmsg[64];
- sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
- throw SuperTuxException(errmsg, __FILE__, __LINE__); */
-
- //Bad tiles (i.e. tiles that are not defined in supertux.stgt but appear in the map) are changed to ID 0 (blank tile)
- std::cout << "Warning: Undefined tile at " <<(int)pos.x/32 << "/" << (int)pos.y/32 << " (ID: " << (int)solids->get_tile_id_at(pos) << ")" << std::endl;
- solids->change_at(pos,0);
- tile = solids->get_tile_at(pos);
- }
-
-
- if (!(tile->attributes & Tile::COIN))
- return;
- solids->change_at(pos, tile->next_tile);
- sound_manager->play_sound(sounds[SND_DISTRO]);
-
- if (bounciness == BOUNCE)
- {
- add_bouncy_distro(Vector(((int)(pos.x + 1) / 32) * 32,
- (int)(pos.y / 32) * 32));
- }
-
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
-
-}
-
-/* Try to bump a bad guy from below: */
void
-Sector::trybumpbadguy(const Vector& pos)
+Sector::add_floating_text(const Vector& pos, const std::string& text)
{
- // Bad guys:
- for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
- {
- if ((*i)->base.x >= pos.x - 32 && (*i)->base.x <= pos.x + 32 &&
- (*i)->base.y >= pos.y - 16 && (*i)->base.y <= pos.y + 16)
- {
- (*i)->collision(player, CO_PLAYER, COLLISION_BUMP);
- }
- }
-
- // Upgrades:
- for (unsigned int i = 0; i < upgrades.size(); i++)
- {
- if (upgrades[i]->base.height == 32 &&
- upgrades[i]->base.x >= pos.x - 32 && upgrades[i]->base.x <= pos.x + 32 &&
- upgrades[i]->base.y >= pos.y - 16 && upgrades[i]->base.y <= pos.y + 16)
- {
- upgrades[i]->collision(player, CO_PLAYER, COLLISION_BUMP);
- }
- }
+ add_object(new FloatingText(pos, text));
}
void
Sector::load_music()
{
- char* song_path;
- char* song_subtitle;
-
- level_song = sound_manager->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(!sound_manager->exists_music(song_path)) {
- level_song_fast = level_song;
- } else {
- level_song_fast = sound_manager->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:
- sound_manager->play_music(level_song_fast);
- break;
case LEVEL_MUSIC:
sound_manager->play_music(level_song);
break;
}
}
-int
+MusicType
Sector::get_music_type()
{
return currentmusic;
}
+
+int
+Sector::get_total_badguys()
+{
+ int total_badguys = 0;
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ total_badguys++;
+ }
+
+ return total_badguys;
+}
+
+bool
+Sector::inside(const Rect& rect) const
+{
+ if(rect.p1.x > solids->get_width() * 32
+ || rect.p1.y > solids->get_height() * 32
+ || rect.p2.x < 0 || rect.p2.y < 0)
+ return false;
+
+ return true;
+}