#include "object/brick.hpp"
#include "object/bullet.hpp"
#include "object/camera.hpp"
+#include "object/cloud_particle_system.hpp"
#include "object/coin.hpp"
+#include "object/comet_particle_system.hpp"
#include "object/display_effect.hpp"
+#include "object/ghost_particle_system.hpp"
#include "object/gradient.hpp"
#include "object/invisible_block.hpp"
#include "object/particlesystem.hpp"
-#include "object/cloud_particle_system.hpp"
-#include "object/ghost_particle_system.hpp"
-#include "object/snow_particle_system.hpp"
#include "object/particlesystem_interactive.hpp"
#include "object/player.hpp"
#include "object/portable.hpp"
#include "object/pulsing_light.hpp"
+#include "object/rain_particle_system.hpp"
#include "object/smoke_cloud.hpp"
+#include "object/snow_particle_system.hpp"
#include "object/text_object.hpp"
#include "object/tilemap.hpp"
-#include "physfs/ifile_stream.hpp"
+#include "physfs/ifile_streambuf.hpp"
#include "scripting/squirrel_util.hpp"
#include "supertux/collision.hpp"
#include "supertux/constants.hpp"
-#include "supertux/level.hpp"
+#include "supertux/game_session.hpp"
#include "supertux/globals.hpp"
+#include "supertux/level.hpp"
#include "supertux/object_factory.hpp"
+#include "supertux/player_status.hpp"
#include "supertux/spawn_point.hpp"
#include "supertux/tile.hpp"
#include "trigger/sequence_trigger.hpp"
camera(0),
effect(0)
{
- add_object(new Player(player_status, "Tux"));
+ add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
add_object(new DisplayEffect("Effect"));
add_object(new TextObject("Text"));
sound_manager->preload("sounds/shoot.wav");
// create a new squirrel table for the sector
- using namespace Scripting;
+ using namespace scripting;
sq_collectgarbage(global_vm);
sq_newtable(global_vm);
sq_pushroottable(global_vm);
if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
- throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
+ throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
sq_resetobject(§or_table);
if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
- throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
+ throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
sq_addref(global_vm, §or_table);
sq_pop(global_vm, 1);
}
Sector::~Sector()
{
- using namespace Scripting;
+ using namespace scripting;
deactivate();
return partsys;
} else if(name == "money") { // for compatibility with old maps
return new Jumpy(reader);
+ } else {
+ try {
+ return ObjectFactory::instance().create(name, reader);
+ } catch(std::exception& e) {
+ log_warning << e.what() << "" << std::endl;
+ return 0;
+ }
}
-
- try {
- return create_object(name, reader);
- } catch(std::exception& e) {
- log_warning << e.what() << "" << std::endl;
- }
-
- return 0;
}
void
update_game_objects();
- if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+ if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
fix_old_tiles();
if(!camera) {
update_game_objects();
- if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+ if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
fix_old_tiles();
update_game_objects();
for(size_t y=0; y < solids->get_height(); ++y) {
uint32_t id = solids->get_tile_id(x, y);
const Tile *tile = solids->get_tile(x, y);
- Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
+ Vector pos = solids->get_tile_position(x, y);
if(id == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
- add_object(new Coin(pos));
+ add_object(new Coin(pos, solids));
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()));
+ if( ( id == 78 ) || ( id == 105 ) ){
+ add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") );
+ } else if( ( id == 77 ) || ( id == 104 ) ){
+ add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
+ } else {
+ log_warning << "attribute 'brick #t' is not supported for tile-id " << id << std::endl;
+ add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
+ }
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::GOAL) {
std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
for(size_t x=0; x < tm->get_width(); ++x) {
for(size_t y=0; y < tm->get_height(); ++y) {
uint32_t id = tm->get_tile_id(x, y);
- Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
- Vector center(pos.x + 16, pos.y + 16);
+ Vector pos = tm->get_tile_position(x, y);
+ Vector center = pos + Vector(16, 16);
// torch
if (id == 1517) {
HSQUIRRELVM
Sector::run_script(std::istream& in, const std::string& sourcename)
{
- using namespace Scripting;
+ using namespace scripting;
// garbage collect thread list
for(ScriptList::iterator i = scripts.begin();
Sector::add_object(GameObject* object)
{
// make sure the object isn't already in the list
-#ifdef DEBUG
+#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
_current = this;
// register sectortable as sector in scripting
- HSQUIRRELVM vm = Scripting::global_vm;
+ HSQUIRRELVM vm = scripting::global_vm;
sq_pushroottable(vm);
sq_pushstring(vm, "sector", -1);
sq_pushobject(vm, sector_table);
if(SQ_FAILED(sq_createslot(vm, -3)))
- throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
+ throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
sq_pop(vm, 1);
for(GameObjects::iterator i = gameobjects.begin();
}
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);
+ }
}
+ //FIXME: This is a really dirty workaround for this strange camera jump
+ player->move(player->get_pos()+Vector(-32, 0));
camera->reset(player->get_pos());
+ camera->update(1);
+ player->move(player->get_pos()+(Vector(32, 0)));
+ camera->update(1);
+
update_game_objects();
//Run default.nut just before init script
std::string basedir = FileSystem::dirname(get_level()->filename);
if(PHYSFS_exists((basedir + "/info").c_str())) {
try {
- IFileStream in(basedir + "/default.nut");
+ IFileStreambuf ins(basedir + "/default.nut");
+ std::istream in(&ins);
run_script(in, "default.nut");
} catch(std::exception& ) {
// doesn't exist or erroneous; do nothing
return;
// remove sector entry from global vm
- HSQUIRRELVM vm = Scripting::global_vm;
+ HSQUIRRELVM vm = scripting::global_vm;
sq_pushroottable(vm);
sq_pushstring(vm, "sector", -1);
if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
- throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
+ throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
sq_pop(vm, 1);
for(GameObjects::iterator i = gameobjects.begin();
_current = NULL;
}
-Rect
+Rectf
Sector::get_active_region()
{
- return Rect(
+ return Rectf(
camera->get_translation() - Vector(1600, 1200),
camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
}
void
Sector::update(float elapsed_time)
{
- player->check_bounds(camera);
+ player->check_bounds();
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
void
Sector::try_expose(GameObject* object)
{
- ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
- if(interface != NULL) {
- HSQUIRRELVM vm = Scripting::global_vm;
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ if(object_ != NULL) {
+ HSQUIRRELVM vm = scripting::global_vm;
sq_pushobject(vm, sector_table);
- interface->expose(vm, -1);
+ object_->expose(vm, -1);
sq_pop(vm, 1);
}
}
void
Sector::try_expose_me()
{
- HSQUIRRELVM vm = Scripting::global_vm;
+ HSQUIRRELVM vm = scripting::global_vm;
sq_pushobject(vm, sector_table);
- Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
- expose_object(vm, -1, interface, "settings", false);
+ scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
+ expose_object(vm, -1, this_, "settings", false);
sq_pop(vm, 1);
}
void
Sector::try_unexpose(GameObject* object)
{
- ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
- if(interface != NULL) {
- HSQUIRRELVM vm = Scripting::global_vm;
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ if(object_ != NULL) {
+ HSQUIRRELVM vm = scripting::global_vm;
SQInteger oldtop = sq_gettop(vm);
sq_pushobject(vm, sector_table);
try {
- interface->unexpose(vm, -1);
+ object_->unexpose(vm, -1);
} catch(std::exception& e) {
log_warning << "Couldn't unregister object: " << e.what() << std::endl;
}
void
Sector::try_unexpose_me()
{
- HSQUIRRELVM vm = Scripting::global_vm;
+ HSQUIRRELVM vm = scripting::global_vm;
SQInteger oldtop = sq_gettop(vm);
sq_pushobject(vm, sector_table);
try {
- Scripting::unexpose_object(vm, -1, "settings");
+ scripting::unexpose_object(vm, -1, "settings");
} catch(std::exception& e) {
log_warning << "Couldn't unregister object: " << e.what() << std::endl;
}
}
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 Rect& rect = object->get_bbox();
+ const Rectf& rect = object->get_bbox();
- context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+ context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
}
}
/** r1 is supposed to be moving, r2 a solid object */
void check_collisions(collision::Constraints* constraints,
- const Vector& movement, const Rect& r1, const Rect& 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);
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->right = std::min(constraints->right, r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
return;
} else if(iright < SHIFT_DELTA) {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->top = std::max(constraints->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 == PASSTHROUGH)
+ if(response == ABORT_MOVE)
return;
if(other->get_movement() != Vector(0, 0)) {
float horiz_penetration = std::min(ileft, iright);
if(vert_penetration < horiz_penetration) {
if(itop < ibottom) {
- constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
constraints->hit.bottom = true;
} else {
- constraints->top = std::max(constraints->top, r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->right = std::min(constraints->right, r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
constraints->hit.right = true;
} else {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
constraints->hit.left = true;
}
}
void
Sector::collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest) const
+ const Vector& movement, const Rectf& dest,
+ MovingObject& object) const
{
// calculate rectangle where the object will move
float x1 = dest.get_left();
TileMap* solids = *i;
// test with all tiles in this rectangle
- int starttilex = int(x1 - solids->get_x_offset()) / 32;
- int starttiley = int(y1 - solids->get_y_offset()) / 32;
- int max_x = int(x2 - solids->get_x_offset());
- int max_y = int(y2+1 - solids->get_y_offset());
+ Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
// skip non-solid tiles
- if((tile->getAttributes() & Tile::SOLID) == 0)
+ if(!tile->is_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(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+ Rectf tile_bbox = solids->get_tile_bbox(x, y);
+
+ /* 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;
- Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
- Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
- triangle = AATriangle(p1, p2, tile->getData());
+ int slope_data = tile->getData();
+ if (solids->get_drawing_effect() == VERTICAL_FLIP)
+ slope_data = AATriangle::vertical_flip(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
- Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
- 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));
}
}
}
}
uint32_t
-Sector::collision_tile_attributes(const Rect& dest) const
+Sector::collision_tile_attributes(const Rectf& dest) const
{
float x1 = dest.p1.x;
float y1 = dest.p1.y;
float x2 = dest.p2.x;
- float y2 = dest.p2.y + SHIFT_DELTA;
+ float y2 = dest.p2.y;
uint32_t result = 0;
for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
// test with all tiles in this rectangle
- int starttilex = int(x1 - solids->get_x_offset()) / 32;
- int starttiley = int(y1 - solids->get_y_offset()) / 32;
- int max_x = int(x2 - solids->get_x_offset());
- int max_y = int(y2+1 - solids->get_y_offset());
+ Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
+ // For ice (only), add a little fudge to recognize tiles Tux is standing on.
+ Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ int y;
+ for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
result |= tile->getAttributes();
}
+ for(; y < test_tiles_ice.bottom; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ result |= (tile->getAttributes() & Tile::ICE);
+ }
}
}
}
/** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
-static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
+static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
Vector& normal)
{
float itop = r1.get_bottom() - r2.get_top();
{
using namespace collision;
- const Rect& r1 = object1->dest;
- const Rect& r2 = object2->dest;
+ const Rectf& r1 = object1->dest;
+ const Rectf& r2 = object2->dest;
CollisionHit hit;
if(intersects(object1->dest, object2->dest)) {
void
Sector::collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest,
- GameObject& object)
+ const Vector& movement, const Rectf& dest,
+ MovingObject& object)
{
- collision_tilemap(constraints, movement, dest);
+ collision_tilemap(constraints, movement, dest, object);
// collision with other (static) objects
for(MovingObjects::iterator i = moving_objects.begin();
Constraints constraints;
Vector movement = object.get_movement();
- Rect& dest = object.dest;
- float owidth = object.get_bbox().get_width();
- float oheight = object.get_bbox().get_height();
+ Rectf& dest = object.dest;
for(int i = 0; i < 2; ++i) {
collision_static(&constraints, Vector(0, movement.y), dest, object);
break;
// apply calculated horizontal constraints
- if(constraints.bottom < infinity) {
- float height = constraints.bottom - constraints.top;
- if(height < oheight) {
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
+ if(height < object.get_bbox().get_height()) {
// 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.p1.y = dest.p2.y - oheight;
- } else if(constraints.top > -infinity) {
- dest.p1.y = constraints.top + DELTA;
- dest.p2.y = dest.p1.y + oheight;
+ dest.p2.y = constraints.get_position_bottom() - DELTA;
+ dest.p1.y = dest.p2.y - object.get_bbox().get_height();
+ } else if(constraints.get_position_top() > -infinity) {
+ dest.p1.y = constraints.get_position_top() + DELTA;
+ dest.p2.y = dest.p1.y + object.get_bbox().get_height();
}
}
if(constraints.has_constraints()) {
break;
// apply calculated vertical constraints
- if(constraints.right < infinity) {
- float width = constraints.right - constraints.left;
- if(width + SHIFT_DELTA < owidth) {
+ float width = constraints.get_width ();
+ if(width < infinity) {
+ if(width + SHIFT_DELTA < object.get_bbox().get_width()) {
#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;
h.crush = true;
object.collision_solid(h);
} else {
- dest.p2.x = constraints.right - DELTA;
- dest.p1.x = dest.p2.x - owidth;
+ float xmid = constraints.get_x_midpoint ();
+ dest.p1.x = xmid - object.get_bbox().get_width()/2;
+ dest.p2.x = xmid + object.get_bbox().get_width()/2;
}
- } else if(constraints.left > -infinity) {
- dest.p1.x = constraints.left + DELTA;
- dest.p2.x = dest.p1.x + owidth;
+ } else if(constraints.get_position_right() < infinity) {
+ dest.p2.x = constraints.get_position_right() - DELTA;
+ dest.p1.x = dest.p2.x - object.get_bbox().get_width();
+ } else if(constraints.get_position_left() > -infinity) {
+ dest.p1.x = constraints.get_position_left() + DELTA;
+ dest.p2.x = dest.p1.x + object.get_bbox().get_width();
}
}
// 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(height + SHIFT_DELTA < oheight) {
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
+ if(height + SHIFT_DELTA < object.get_bbox().get_height()) {
#if 0
printf("Object %p crushed vertically...\n", &object);
#endif
continue;
uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
- if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+ if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
moving_object->collision_tile(tile_attributes);
}
}
}
bool
-Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
+Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
{
using namespace collision;
TileMap* solids = *i;
// test with all tiles in this rectangle
- int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
- int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
- int max_x = int(rect.p2.x - solids->get_x_offset());
- int max_y = int(rect.p2.y - solids->get_y_offset());
+ Rect test_tiles = solids->get_tiles_overlapping(rect);
- for(int x = starttilex; x*32 <= max_x; ++x) {
- for(int y = starttiley; y*32 <= max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile) continue;
- if(tile->getAttributes() & Tile::SLOPE) {
+ if(!(tile->getAttributes() & Tile::SOLID))
+ continue;
+ if(tile->is_unisolid () && ignoreUnisolid)
+ continue;
+ if(tile->is_slope ()) {
AATriangle triangle;
- Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
- Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
- triangle = AATriangle(p1, p2, tile->getData());
+ Rectf tbbox = solids->get_tile_bbox(x, y);
+ triangle = AATriangle(tbbox, tile->getData());
Constraints constraints;
- if(collision::rectangle_aatriangle(&constraints, rect, triangle) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
+ if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
+ continue;
}
- if((tile->getAttributes() & Tile::SOLID) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
+ // We have a solid tile that overlaps the given rectangle.
+ return false;
}
}
}
}
bool
-Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
+Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
{
using namespace collision;
}
bool
-Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
+Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
{
using namespace collision;
}
bool
-Sector::add_bullet(const Vector& pos, float xm, Direction dir)
+Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
{
// TODO remove this function and move these checks elsewhere...
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);
}
bool
-Sector::inside(const Rect& rect) const
+Sector::inside(const Rectf& rect) const
{
for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
- bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
- bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
- if (horizontally && vertically)
+ Rectf bbox = solids->get_bbox();
+ bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
+
+ if (bbox.contains(rect))
return true;
}
return false;
for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
- if ((solids->get_width() * 32 + solids->get_x_offset()) > width) {
- width = solids->get_width() * 32 + solids->get_x_offset();
- }
+ width = std::max(width, solids->get_bbox().get_right());
}
return width;
for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
- if ((solids->get_height() * 32 + solids->get_y_offset()) > height) {
- height = solids->get_height() * 32 + solids->get_y_offset();
- }
+ height = std::max(height, solids->get_bbox().get_bottom());
}
return height;
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 */