Minor logic change to KamikazeSnowball
[supertux.git] / src / supertux / sector.cpp
index f0387f6..08b8946 100644 (file)
@@ -509,15 +509,11 @@ Sector::add_object(GameObject* object)
 #ifndef NDEBUG
   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
       ++i) {
-    if(*i == object) {
-      assert("object already added to sector" == 0);
-    }
+    assert(*i != object);
   }
   for(GameObjects::iterator i = gameobjects_new.begin();
       i != gameobjects_new.end(); ++i) {
-    if(*i == object) {
-      assert("object already added to sector" == 0);
-    }
+    assert(*i != object);
   }
 #endif
 
@@ -574,19 +570,28 @@ Sector::activate(const Vector& player_pos)
   }
   try_expose_me();
 
-  // spawn smalltux below spawnpoint
-  if (!player->is_big()) {
-    player->move(player_pos + Vector(0,32));
-  } else {
-    player->move(player_pos);
-  }
 
-  // spawning tux in the ground would kill him
-  if(!is_free_of_tiles(player->get_bbox())) {
-    log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
-    Vector npos = player->get_bbox().p1;
-    npos.y-=32;
-    player->move(npos);
+  // two-player hack: move other players to main player's position
+  // Maybe specify 2 spawnpoints in the level?
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    Player* p = dynamic_cast<Player*>(*i);
+    if (!p) continue;
+
+    // spawn smalltux below spawnpoint
+    if (!p->is_big()) {
+      p->move(player_pos + Vector(0,32));
+    } else {
+      p->move(player_pos);
+    }
+
+    // spawning tux in the ground would kill him
+    if(!is_free_of_tiles(p->get_bbox())) {
+      log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
+      Vector npos = p->get_bbox().p1;
+      npos.y-=32;
+      p->move(npos);
+    }
   }
 
   camera->reset(player->get_pos());
@@ -647,7 +652,7 @@ Sector::get_active_region()
 void
 Sector::update(float elapsed_time)
 {
-  player->check_bounds(camera);
+  player->check_bounds();
 
   /* update objects */
   for(GameObjects::iterator i = gameobjects.begin();
@@ -862,13 +867,13 @@ Sector::draw(DrawingContext& context)
   }
 
   if(show_collrects) {
-    Color col(0.2f, 0.2f, 0.2f, 0.7f);
+    Color color(1.0f, 0.0f, 0.0f, 0.75f);
     for(MovingObjects::iterator i = moving_objects.begin();
         i != moving_objects.end(); ++i) {
       MovingObject* object = *i;
       const Rectf& rect = object->get_bbox();
 
-      context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+      context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
     }
   }
 
@@ -881,10 +886,10 @@ Sector::draw(DrawingContext& context)
 
 /** r1 is supposed to be moving, r2 a solid object */
 void check_collisions(collision::Constraints* constraints,
-                      const Vector& movement, const Rectf& r1, const Rectf& r2,
-                      GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
+                      const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
+                      GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
 {
-  if(!collision::intersects(r1, r2))
+  if(!collision::intersects(obj_rect, other_rect))
     return;
 
   MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
@@ -895,31 +900,31 @@ void check_collisions(collision::Constraints* constraints,
     return;
 
   // calculate intersection
-  float itop    = r1.get_bottom() - r2.get_top();
-  float ibottom = r2.get_bottom() - r1.get_top();
-  float ileft   = r1.get_right() - r2.get_left();
-  float iright  = r2.get_right() - r1.get_left();
+  float itop    = obj_rect.get_bottom() - other_rect.get_top();
+  float ibottom = other_rect.get_bottom() - obj_rect.get_top();
+  float ileft   = obj_rect.get_right() - other_rect.get_left();
+  float iright  = other_rect.get_right() - obj_rect.get_left();
 
-  if(fabsf(movement.y) > fabsf(movement.x)) {
+  if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
     if(ileft < SHIFT_DELTA) {
-      constraints->min_right(r2.get_left());
+      constraints->constrain_right(other_rect.get_left(), other_movement.x);
       return;
     } else if(iright < SHIFT_DELTA) {
-      constraints->max_left(r2.get_right());
+      constraints->constrain_left(other_rect.get_right(), other_movement.x);
       return;
     }
   } else {
     // shiftout bottom/top
     if(itop < SHIFT_DELTA) {
-      constraints->min_bottom(r2.get_top());
+      constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
       return;
     } else if(ibottom < SHIFT_DELTA) {
-      constraints->max_top(r2.get_bottom());
+      constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
       return;
     }
   }
 
-  constraints->ground_movement += addl_ground_movement;
+  constraints->ground_movement += other_movement;
   if(other != NULL) {
     HitResponse response = other->collision(*object, dummy);
     if(response == ABORT_MOVE)
@@ -935,18 +940,18 @@ void check_collisions(collision::Constraints* constraints,
   float horiz_penetration = std::min(ileft, iright);
   if(vert_penetration < horiz_penetration) {
     if(itop < ibottom) {
-      constraints->min_bottom(r2.get_top());
+      constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
       constraints->hit.bottom = true;
     } else {
-      constraints->max_top(r2.get_bottom());
+      constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
       constraints->hit.top = true;
     }
   } else {
     if(ileft < iright) {
-      constraints->min_right(r2.get_left());
+      constraints->constrain_right(other_rect.get_left(), other_movement.x);
       constraints->hit.right = true;
     } else {
-      constraints->max_left(r2.get_right());
+      constraints->constrain_left(other_rect.get_right(), other_movement.x);
       constraints->hit.left = true;
     }
   }
@@ -975,27 +980,34 @@ Sector::collision_tilemap(collision::Constraints* constraints,
         if(!tile)
           continue;
         // skip non-solid tiles
-        if((tile->getAttributes() & Tile::SOLID) == 0)
+        if(!tile->is_solid ())
           continue;
-        Rectf rect = solids->get_tile_bbox(x, y);
+        Rectf tile_bbox = solids->get_tile_bbox(x, y);
 
-        // only handle unisolid when the player is falling down and when he was
-        // above the tile before
-        if(tile->getAttributes() & Tile::UNISOLID) {
-          if(!(movement.y > 0 && object.get_bbox().get_bottom() - SHIFT_DELTA <= rect.get_top()))
+        /* If the tile is a unisolid tile, the "is_solid()" function above
+         * didn't do a thorough check. Calculate the position and (relative)
+         * movement of the object and determine whether or not the tile is
+         * solid with regard to those parameters. */
+        if(tile->is_unisolid ()) {
+          Vector relative_movement = movement
+            - solids->get_movement(/* actual = */ true);
+
+          if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement))
             continue;
-        }
+        } /* if (tile->is_unisolid ()) */
 
-        if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+        if(tile->is_slope ()) { // slope tile
           AATriangle triangle;
           int slope_data = tile->getData();
           if (solids->get_drawing_effect() == VERTICAL_FLIP)
             slope_data = AATriangle::vertical_flip(slope_data);
-          triangle = AATriangle(rect, slope_data);
+          triangle = AATriangle(tile_bbox, slope_data);
 
-          collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
+          collision::rectangle_aatriangle(constraints, dest, triangle,
+              solids->get_movement(/* actual = */ false));
         } else { // normal rectangular tile
-          check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
+          check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
+              solids->get_movement(/* actual = */ false));
         }
       }
     }
@@ -1150,17 +1162,17 @@ Sector::collision_static_constrains(MovingObject& object)
       break;
 
     // apply calculated horizontal constraints
-    if(constraints.bottom < infinity) {
-      float height = constraints.bottom - constraints.top;
+    if(constraints.get_position_bottom() < infinity) {
+      float height = constraints.get_height ();
       if(height < oheight) {
         // we're crushed, but ignore this for now, we'll get this again
         // later if we're really crushed or things will solve itself when
         // looking at the vertical constraints
       }
-      dest.p2.y = constraints.bottom - DELTA;
+      dest.p2.y = constraints.get_position_bottom() - DELTA;
       dest.p1.y = dest.p2.y - oheight;
-    } else if(constraints.top > -infinity) {
-      dest.p1.y = constraints.top + DELTA;
+    } else if(constraints.get_position_top() > -infinity) {
+      dest.p1.y = constraints.get_position_top() + DELTA;
       dest.p2.y = dest.p1.y + oheight;
     }
   }
@@ -1182,12 +1194,12 @@ Sector::collision_static_constrains(MovingObject& object)
       break;
 
     // apply calculated vertical constraints
-    float width = constraints.right - constraints.left;
+    float width = constraints.get_width ();
     if(width < infinity) {
       if(width + SHIFT_DELTA < owidth) {
 #if 0
         printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
-               constraints.left, constraints.right);
+               constraints.get_position_left(), constraints.get_position_right());
 #endif
         CollisionHit h;
         h.left = true;
@@ -1195,15 +1207,15 @@ Sector::collision_static_constrains(MovingObject& object)
         h.crush = true;
         object.collision_solid(h);
       } else {
-        float xmid = (constraints.left + constraints.right) / 2;
+        float xmid = constraints.get_x_midpoint ();
         dest.p1.x = xmid - owidth/2;
         dest.p2.x = xmid + owidth/2;
       }
-    } else if(constraints.right < infinity) {
-      dest.p2.x = constraints.right - DELTA;
+    } else if(constraints.get_position_right() < infinity) {
+      dest.p2.x = constraints.get_position_right() - DELTA;
       dest.p1.x = dest.p2.x - owidth;
-    } else if(constraints.left > -infinity) {
-      dest.p1.x = constraints.left + DELTA;
+    } else if(constraints.get_position_left() > -infinity) {
+      dest.p1.x = constraints.get_position_left() + DELTA;
       dest.p2.x = dest.p1.x + owidth;
     }
   }
@@ -1218,8 +1230,8 @@ Sector::collision_static_constrains(MovingObject& object)
   // an extra pass to make sure we're not crushed horizontally
   constraints = Constraints();
   collision_static(&constraints, movement, dest, object);
-  if(constraints.bottom < infinity) {
-    float height = constraints.bottom - constraints.top;
+  if(constraints.get_position_bottom() < infinity) {
+    float height = constraints.get_height ();
     if(height + SHIFT_DELTA < oheight) {
 #if 0
       printf("Object %p crushed vertically...\n", &object);
@@ -1368,9 +1380,9 @@ Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
         if(!tile) continue;
         if(!(tile->getAttributes() & Tile::SOLID))
           continue;
-        if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
+        if(tile->is_unisolid () && ignoreUnisolid)
           continue;
-        if(tile->getAttributes() & Tile::SLOPE) {
+        if(tile->is_slope ()) {
           AATriangle triangle;
           Rectf tbbox = solids->get_tile_bbox(x, y);
           triangle = AATriangle(tbbox, tile->getData());
@@ -1464,7 +1476,7 @@ Sector::play_music(MusicType type)
       sound_manager->play_music(music);
       break;
     case HERRING_MUSIC:
-      sound_manager->play_music("music/invincible.music");
+      sound_manager->play_music("music/invincible.ogg");
       break;
     case HERRING_WARNING_MUSIC:
       sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
@@ -1584,4 +1596,52 @@ Sector::get_gravity() const
   return gravity;
 }
 
+Player*
+Sector::get_nearest_player (const Vector& pos)
+{
+  Player *nearest_player = NULL;
+  float nearest_dist = std::numeric_limits<float>::max();
+
+  std::vector<Player*> players = Sector::current()->get_players();
+  for (std::vector<Player*>::iterator playerIter = players.begin();
+      playerIter != players.end();
+      ++playerIter)
+  {
+    Player *this_player = *playerIter;
+    if (this_player->is_dying() || this_player->is_dead())
+      continue;
+
+    float this_dist = this_player->get_bbox ().distance(pos);
+
+    if (this_dist < nearest_dist) {
+      nearest_player = this_player;
+      nearest_dist = this_dist;
+    }
+  }
+
+  return nearest_player;
+} /* Player *get_nearest_player */
+
+std::vector<MovingObject*>
+Sector::get_nearby_objects (const Vector& center, float max_distance)
+{
+  std::vector<MovingObject*> ret;
+  std::vector<Player*> players = Sector::current()->get_players();
+
+  for (size_t i = 0; i < players.size (); i++) {
+    float distance = players[i]->get_bbox ().distance (center);
+    if (distance <= max_distance)
+      ret.push_back (players[i]);
+  }
+
+  for (size_t i = 0; i < moving_objects.size (); i++) {
+    float distance = moving_objects[i]->get_bbox ().distance (center);
+    if (distance <= max_distance)
+      ret.push_back (moving_objects[i]);
+  }
+
+  return (ret);
+}
+
+/* vim: set sw=2 sts=2 et : */
 /* EOF */