#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/scripting.hpp"
#include "scripting/squirrel_util.hpp"
#include "supertux/collision.hpp"
#include "supertux/constants.hpp"
#include "supertux/level.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/player_status.hpp"
+#include "supertux/savegame.hpp"
#include "supertux/spawn_point.hpp"
#include "supertux/tile.hpp"
+#include "trigger/secretarea_trigger.hpp"
#include "trigger/sequence_trigger.hpp"
#include "util/file_system.hpp"
-#define DEFORM_BOTTOM AATriangle::DEFORM1
-#define DEFORM_TOP AATriangle::DEFORM2
-#define DEFORM_LEFT AATriangle::DEFORM3
-#define DEFORM_RIGHT AATriangle::DEFORM4
-
Sector* Sector::_current = 0;
bool Sector::show_collrects = false;
bool Sector::draw_solids_only = false;
Sector::Sector(Level* parent) :
- level(parent),
+ level(parent),
name(),
bullets(),
init_script(),
currentmusic(LEVEL_MUSIC),
sector_table(),
scripts(),
- ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
+ ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
+ foremost_layer(),
gameobjects(),
moving_objects(),
spawnpoints(),
portables(),
music(),
- gravity(10.0),
- player(0),
+ gravity(10.0),
+ player(0),
solid_tilemaps(),
- camera(0),
+ camera(0),
effect(0)
{
- add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
- add_object(new DisplayEffect("Effect"));
- add_object(new TextObject("Text"));
+ add_object(std::make_shared<Player>(GameSession::current()->get_savegame().get_player_status(), "Tux"));
+ add_object(std::make_shared<DisplayEffect>("Effect"));
+ add_object(std::make_shared<TextObject>("Text"));
- sound_manager->preload("sounds/shoot.wav");
+ SoundManager::current()->preload("sounds/shoot.wav");
// create a new squirrel table for the sector
using namespace scripting;
throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
sq_addref(global_vm, §or_table);
sq_pop(global_vm, 1);
+
+ foremost_layer = calculate_foremost_layer();
}
Sector::~Sector()
deactivate();
- for(ScriptList::iterator i = scripts.begin();
- i != scripts.end(); ++i) {
+ for(auto i = scripts.begin(); i != scripts.end(); ++i) {
HSQOBJECT& object = *i;
sq_release(global_vm, &object);
}
update_game_objects();
assert(gameobjects_new.size() == 0);
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObjectPtr object = *i;
before_object_remove(object);
- object->unref();
}
-
- for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
- ++i)
- delete *i;
}
Level*
return level;
}
-GameObject*
-Sector::parse_object(const std::string& name, const Reader& reader)
+GameObjectPtr
+Sector::parse_object(const std::string& name_, const Reader& reader)
{
- if(name == "camera") {
- Camera* camera = new Camera(this, "Camera");
- camera->parse(reader);
- return camera;
- } else if(name == "particles-snow") {
- SnowParticleSystem* partsys = new SnowParticleSystem();
+ if(name_ == "camera") {
+ auto camera_ = std::make_shared<Camera>(this, "Camera");
+ camera_->parse(reader);
+ return camera_;
+ } else if(name_ == "particles-snow") {
+ auto partsys = std::make_shared<SnowParticleSystem>();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-rain") {
- RainParticleSystem* partsys = new RainParticleSystem();
+ } else if(name_ == "particles-rain") {
+ auto partsys = std::make_shared<RainParticleSystem>();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-comets") {
- CometParticleSystem* partsys = new CometParticleSystem();
+ } else if(name_ == "particles-comets") {
+ auto partsys = std::make_shared<CometParticleSystem>();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-ghosts") {
- GhostParticleSystem* partsys = new GhostParticleSystem();
+ } else if(name_ == "particles-ghosts") {
+ auto partsys = std::make_shared<GhostParticleSystem>();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-clouds") {
- CloudParticleSystem* partsys = new CloudParticleSystem();
+ } else if(name_ == "particles-clouds") {
+ auto partsys = std::make_shared<CloudParticleSystem>();
partsys->parse(reader);
return partsys;
- } else if(name == "money") { // for compatibility with old maps
- return new Jumpy(reader);
+ } else if(name_ == "money") { // for compatibility with old maps
+ return std::make_shared<Jumpy>(reader);
} else {
try {
- return ObjectFactory::instance().create(name, reader);
+ return ObjectFactory::instance().create(name_, reader);
} catch(std::exception& e) {
log_warning << e.what() << "" << std::endl;
- return 0;
+ return {};
}
}
}
} else if(token == "music") {
iter.value()->get(music);
} else if(token == "spawnpoint") {
- SpawnPoint* sp = new SpawnPoint(*iter.lisp());
+ auto sp = std::make_shared<SpawnPoint>(*iter.lisp());
spawnpoints.push_back(sp);
} else if(token == "init-script") {
iter.value()->get(init_script);
ambient_light = Color( vColor );
}
} else {
- GameObject* object = parse_object(token, *(iter.lisp()));
+ GameObjectPtr object = parse_object(token, *(iter.lisp()));
if(object) {
- if(dynamic_cast<Background *>(object)) {
+ if(std::dynamic_pointer_cast<Background>(object)) {
has_background = true;
- } else if(dynamic_cast<Gradient *>(object)) {
+ } else if(std::dynamic_pointer_cast<Gradient>(object)) {
has_background = true;
}
add_object(object);
}
if(!has_background) {
- Gradient* gradient = new Gradient();
+ auto gradient = std::make_shared<Gradient>();
gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
add_object(gradient);
}
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) {
log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
update_game_objects();
- add_object(new Camera(this, "Camera"));
+ add_object(std::make_shared<Camera>(this, "Camera"));
}
update_game_objects();
bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
if(backgroundimage != "") {
- Background* background = new Background();
+ auto background = std::make_shared<Background>();
background->set_image(backgroundimage, bgspeed);
add_object(background);
} else {
- Gradient* gradient = new Gradient();
+ auto gradient = std::make_shared<Gradient>();
gradient->set_gradient(bkgd_top, bkgd_bottom);
add_object(gradient);
}
std::string particlesystem;
reader.get("particle_system", particlesystem);
if(particlesystem == "clouds")
- add_object(new CloudParticleSystem());
+ add_object(std::make_shared<CloudParticleSystem>());
else if(particlesystem == "snow")
- add_object(new SnowParticleSystem());
+ add_object(std::make_shared<SnowParticleSystem>());
else if(particlesystem == "rain")
- add_object(new RainParticleSystem());
+ add_object(std::make_shared<RainParticleSystem>());
Vector startpos(100, 170);
reader.get("start_pos_x", startpos.x);
reader.get("start_pos_y", startpos.y);
- SpawnPoint* spawn = new SpawnPoint;
+ auto spawn = std::make_shared<SpawnPoint>();
spawn->pos = startpos;
spawn->name = "main";
spawnpoints.push_back(spawn);
std::vector<unsigned int> tiles;
if(reader.get("interactive-tm", tiles)
|| reader.get("tilemap", tiles)) {
- TileMap* tilemap = new TileMap(level->get_tileset());
+ auto tilemap = std::make_shared<TileMap>(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_TILES, true);
// replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
}
if(reader.get("background-tm", tiles)) {
- TileMap* tilemap = new TileMap(level->get_tileset());
+ auto tilemap = std::make_shared<TileMap>(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
if (height < 19) tilemap->resize(width, 19);
add_object(tilemap);
}
if(reader.get("foreground-tm", tiles)) {
- TileMap* tilemap = new TileMap(level->get_tileset());
+ auto tilemap = std::make_shared<TileMap>(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
// fill additional space in foreground with tiles of ID 2035 (lightmap/black)
Vector sp_pos;
if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
{
- SpawnPoint* sp = new SpawnPoint;
+ auto sp = std::make_shared<SpawnPoint>();
sp->name = "main";
sp->pos = sp_pos;
spawnpoints.push_back(sp);
if(objects) {
lisp::ListIterator iter(objects);
while(iter.next()) {
- GameObject* object = parse_object(iter.item(), *(iter.lisp()));
+ auto object = parse_object(iter.item(), *(iter.lisp()));
if(object) {
add_object(object);
} else {
}
// add a camera
- Camera* camera = new Camera(this, "Camera");
- add_object(camera);
+ auto camera_ = std::make_shared<Camera>(this, "Camera");
+ add_object(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();
void
Sector::fix_old_tiles()
{
- for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
for(size_t x=0; x < solids->get_width(); ++x) {
for(size_t y=0; y < solids->get_height(); ++y) {
Vector pos = solids->get_tile_position(x, y);
if(id == 112) {
- add_object(new InvisibleBlock(pos));
+ add_object(std::make_shared<InvisibleBlock>(pos));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
- add_object(new Coin(pos));
+ add_object(std::make_shared<Coin>(pos, solids));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::FULLBOX) {
- add_object(new BonusBlock(pos, tile->getData()));
+ add_object(std::make_shared<BonusBlock>(pos, tile->getData()));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::BRICK) {
- add_object(new Brick(pos, tile->getData()));
+ if( ( id == 3159 ) || ( id == 3160 ) ){
+ add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brickWeb.sprite") );
+ } else if( ( id == 78 ) || ( id == 105 ) ){
+ add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") );
+ } else if( ( id == 77 ) || ( id == 104 ) ){
+ add_object( std::make_shared<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( std::make_shared<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";
- add_object(new SequenceTrigger(pos, sequence));
+ add_object(std::make_shared<SequenceTrigger>(pos, sequence));
solids->change(x, y, 0);
}
}
}
// add lights for special tiles
- for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
- TileMap* tm = dynamic_cast<TileMap*>(*i);
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); i++) {
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
if (!tm) continue;
for(size_t x=0; x < tm->get_width(); ++x) {
for(size_t y=0; y < tm->get_height(); ++y) {
// torch
if (id == 1517) {
float pseudo_rnd = (float)((int)pos.x % 10) / 10;
- add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
+ add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
}
// lava or lavaflow
if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
&& (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
|| ((x % 3 == 0) && (y % 3 == 0))) {
float pseudo_rnd = (float)((int)pos.x % 10) / 10;
- add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
+ add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
}
}
using namespace scripting;
// garbage collect thread list
- for(ScriptList::iterator i = scripts.begin();
- i != scripts.end(); ) {
+ for(auto i = scripts.begin(); i != scripts.end(); ) {
HSQOBJECT& object = *i;
HSQUIRRELVM vm = object_to_vm(object);
}
void
-Sector::add_object(GameObject* object)
+Sector::add_object(GameObjectPtr object)
{
// make sure the object isn't already in the list
#ifndef NDEBUG
- for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
- ++i) {
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
assert(*i != object);
}
- for(GameObjects::iterator i = gameobjects_new.begin();
- i != gameobjects_new.end(); ++i) {
+ for(auto i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) {
assert(*i != object);
}
#endif
- object->ref();
gameobjects_new.push_back(object);
}
void
Sector::activate(const std::string& spawnpoint)
{
- SpawnPoint* sp = 0;
- for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
- ++i) {
+ std::shared_ptr<SpawnPoint> sp;
+ for(auto i = spawnpoints.begin(); i != spawnpoints.end(); ++i) {
if((*i)->name == spawnpoint) {
sp = *i;
break;
throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
sq_pop(vm, 1);
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObjectPtr object = *i;
try_expose(object);
}
}
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(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ Player* p = dynamic_cast<Player*>(i->get());
+ 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
throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
sq_pop(vm, 1);
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObjectPtr object = *i;
try_unexpose(object);
}
camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
}
+int
+Sector::calculate_foremost_layer()
+{
+ int layer = 0;
+ std::vector<std::string> secret_area_layers;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+ {
+ SecretAreaTrigger* trigger = dynamic_cast<SecretAreaTrigger*>(i->get());
+ if (!trigger) continue;
+ secret_area_layers.push_back(trigger->get_fade_tilemap_name());
+ }
+
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
+ if (!tm) continue;
+ if(tm->get_layer() > foremost_layer)
+ {
+ if (std::find(secret_area_layers.begin(), secret_area_layers.end(), tm->get_name())
+ != secret_area_layers.end() || tm->is_solid())
+ {
+ layer = tm->get_layer();
+ }
+ }
+ }
+ return layer;
+}
+
+int
+Sector::get_foremost_layer()
+{
+ return foremost_layer;
+}
+
void
Sector::update(float elapsed_time)
{
player->check_bounds();
/* update objects */
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObjectPtr& object = *i;
if(!object->is_valid())
continue;
Sector::update_game_objects()
{
/** cleanup marked objects */
- for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ for(auto i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
- GameObject* object = *i;
+ GameObjectPtr& object = *i;
if(object->is_valid()) {
++i;
before_object_remove(object);
- object->unref();
i = gameobjects.erase(i);
}
/* add newly created objects */
- for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
+ for(auto i = gameobjects_new.begin();
i != gameobjects_new.end(); ++i)
{
- GameObject* object = *i;
+ GameObjectPtr object = *i;
before_object_add(object);
/* update solid_tilemaps list */
//FIXME: this could be more efficient
solid_tilemaps.clear();
- for(std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i)
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
{
- TileMap* tm = dynamic_cast<TileMap*>(*i);
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
if (!tm) continue;
if (tm->is_solid()) solid_tilemaps.push_back(tm);
}
}
bool
-Sector::before_object_add(GameObject* object)
+Sector::before_object_add(GameObjectPtr object)
{
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet != NULL) {
+ auto bullet = dynamic_cast<Bullet*>(object.get());
+ if (bullet)
+ {
bullets.push_back(bullet);
}
- MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
- if(movingobject != NULL) {
+ auto movingobject = dynamic_cast<MovingObject*>(object.get());
+ if (movingobject)
+ {
moving_objects.push_back(movingobject);
}
- Portable* portable = dynamic_cast<Portable*> (object);
- if(portable != NULL) {
+ auto portable = dynamic_cast<Portable*>(object.get());
+ if(portable)
+ {
portables.push_back(portable);
}
- TileMap* tilemap = dynamic_cast<TileMap*> (object);
- if(tilemap != NULL && tilemap->is_solid()) {
+ auto tilemap = dynamic_cast<TileMap*>(object.get());
+ if(tilemap && tilemap->is_solid()) {
solid_tilemaps.push_back(tilemap);
}
- Camera* camera = dynamic_cast<Camera*> (object);
- if(camera != NULL) {
+ auto camera_ = dynamic_cast<Camera*>(object.get());
+ if(camera_) {
if(this->camera != 0) {
log_warning << "Multiple cameras added. Ignoring" << std::endl;
return false;
}
- this->camera = camera;
+ this->camera = camera_;
}
- Player* player = dynamic_cast<Player*> (object);
- if(player != NULL) {
+ auto player_ = dynamic_cast<Player*>(object.get());
+ if(player_) {
if(this->player != 0) {
log_warning << "Multiple players added. Ignoring" << std::endl;
return false;
}
- this->player = player;
+ this->player = player_;
}
- DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
- if(effect != NULL) {
+ auto effect_ = dynamic_cast<DisplayEffect*>(object.get());
+ if(effect_) {
if(this->effect != 0) {
log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
return false;
}
- this->effect = effect;
+ this->effect = effect_;
}
if(_current == this) {
}
void
-Sector::try_expose(GameObject* object)
+Sector::try_expose(GameObjectPtr object)
{
- ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
if(object_ != NULL) {
HSQUIRRELVM vm = scripting::global_vm;
sq_pushobject(vm, sector_table);
{
HSQUIRRELVM vm = scripting::global_vm;
sq_pushobject(vm, sector_table);
- scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
+ scripting::SSector* this_ = static_cast<scripting::SSector*>(this);
expose_object(vm, -1, this_, "settings", false);
sq_pop(vm, 1);
}
void
-Sector::before_object_remove(GameObject* object)
+Sector::before_object_remove(GameObjectPtr object)
{
- Portable* portable = dynamic_cast<Portable*> (object);
- if(portable != NULL) {
+ Portable* portable = dynamic_cast<Portable*>(object.get());
+ if (portable) {
portables.erase(std::find(portables.begin(), portables.end(), portable));
}
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet != NULL) {
+ Bullet* bullet = dynamic_cast<Bullet*>(object.get());
+ if (bullet) {
bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
}
- MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
- if(moving_object != NULL) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*>(object.get());
+ if (moving_object) {
moving_objects.erase(
std::find(moving_objects.begin(), moving_objects.end(), moving_object));
}
}
void
-Sector::try_unexpose(GameObject* object)
+Sector::try_unexpose(GameObjectPtr object)
{
- ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
if(object_ != NULL) {
HSQUIRRELVM vm = scripting::global_vm;
SQInteger oldtop = sq_gettop(vm);
context.push_transform();
context.set_translation(camera->get_translation());
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObjectPtr& object = *i;
if(!object->is_valid())
continue;
if (draw_solids_only)
{
- TileMap* tm = dynamic_cast<TileMap*>(object);
+ TileMap* tm = dynamic_cast<TileMap*>(object.get());
if (tm && !tm->is_solid())
continue;
}
if(show_collrects) {
Color color(1.0f, 0.0f, 0.0f, 0.75f);
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* object = *i;
const Rectf& rect = object->get_bbox();
}
}
-/* Returns zero if a unisolid tile is non-solid due to the movement direction,
- * non-zero if the tile is solid due to direction. */
-int check_movement_unisolid (Vector movement, const Tile* tile)
-{
- int slope_info;
- double mv_x;
- double mv_y;
- double mv_tan;
- double slope_tan;
-
-#define MV_NON_SOLID 0
-#define MV_SOLID 1
-
- /* If the tile is not a slope, this is very easy. */
- if ((tile->getAttributes() & Tile::SLOPE) == 0)
- {
- if (movement.y >= 0) /* moving down */
- return MV_SOLID;
- else /* moving up */
- return MV_NON_SOLID;
- }
-
- /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
- * that we can always use the "SOUTHEAST" case of the slope. The southeast
- * case is the following:
- * .
- * /!
- * / !
- * +--+
- */
- mv_x = (double) movement.x;
- mv_y = (double) movement.y;
-
- slope_info = tile->getData();
- switch (slope_info & AATriangle::DIRECTION_MASK)
- {
- case AATriangle::SOUTHEAST: /* . */
- /* do nothing */ /* /! */
- break; /* / ! */
- /* +--+ */
- case AATriangle::SOUTHWEST: /* . */
- mv_x *= (-1.0); /* !\ */
- break; /* ! \ */
- /* +--+ */
- case AATriangle::NORTHEAST: /* +--+ */
- mv_y *= (-1.0); /* \ ! */
- break; /* \! */
- /* ' */
- case AATriangle::NORTHWEST: /* +--+ */
- mv_x *= (-1.0); /* ! / */
- mv_y *= (-1.0); /* !/ */
- break; /* ' */
- } /* switch (slope_info & DIRECTION_MASK) */
-
- /* Handle the easy cases first */
- /* If we're moving to the right and down, then the slope is solid. */
- if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
- return MV_SOLID;
- /* If we're moving to the left and up, then the slope is not solid. */
- else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
- return MV_NON_SOLID;
-
- /* The pure up-down and left-right movements have already been handled. */
- assert (mv_x != 0.0);
- assert (mv_y != 0.0);
-
- /* calculate tangent of movement */
- mv_tan = (-1.0) * mv_y / mv_x;
-
- /* determine tangent of the slope */
- slope_tan = 1.0;
- if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_BOTTOM)
- || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP))
- slope_tan = 0.5; /* ~= 26.6 deg */
- else if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_LEFT)
- || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_RIGHT))
- slope_tan = 2.0; /* ~= 63.4 deg */
-
- /* up and right */
- if (mv_x > 0.0) /* 1st quadrant */
- {
- assert (mv_y < 0.0);
- if (mv_tan <= slope_tan)
- return MV_SOLID;
- else
- return MV_NON_SOLID;
- }
- /* down and left */
- else if (mv_x < 0.0) /* 3rd quadrant */
- {
- assert (mv_y > 0.0);
- if (mv_tan >= slope_tan)
- return MV_SOLID;
- else
- return MV_NON_SOLID;
- }
-
- assert (1 != 1);
- return (-1);
-
-#undef MV_NON_SOLID
-#undef MV_SOLID
-} /* int check_movement_unisolid */
-
-int is_above_line (float l_x, float l_y, float m,
- float p_x, float p_y)
-{
- float interp_y = (l_y + (m * (p_x - l_x)));
- if (interp_y == p_y)
- return (1);
- else if (interp_y > p_y)
- return (1);
- else
- return (0);
-}
-
-int is_below_line (float l_x, float l_y, float m,
- float p_x, float p_y)
-{
- if (is_above_line (l_x, l_y, m, p_x, p_y))
- return (0);
- else
- return (1);
-}
-
-int check_position_unisolid (const Rectf& obj_bbox,
- const Rectf& tile_bbox,
- const Tile* tile)
-{
- int slope_info;
- float tile_x;
- float tile_y;
- float gradient;
- float delta_x;
- float delta_y;
- float obj_x;
- float obj_y;
-
-#define POS_NON_SOLID 0
-#define POS_SOLID 1
-
- /* If this is not a slope, this is - again - easy */
- if ((tile->getAttributes() & Tile::SLOPE) == 0)
- {
- if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
- return POS_SOLID;
- else
- return POS_NON_SOLID;
- }
-
- /* There are 20 different cases. For each case, calculate a line that
- * describes the slope's surface. The line is defined by x, y, and m, the
- * gradient. */
- slope_info = tile->getData();
- switch (slope_info
- & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
- {
- case AATriangle::SOUTHWEST:
- case AATriangle::SOUTHWEST | DEFORM_TOP:
- case AATriangle::SOUTHWEST | DEFORM_LEFT:
- case AATriangle::NORTHEAST:
- case AATriangle::NORTHEAST | DEFORM_TOP:
- case AATriangle::NORTHEAST | DEFORM_LEFT:
- tile_x = tile_bbox.get_left ();
- tile_y = tile_bbox.get_top ();
- gradient = 1.0;
- break;
-
- case AATriangle::SOUTHEAST:
- case AATriangle::SOUTHEAST | DEFORM_TOP:
- case AATriangle::SOUTHEAST | DEFORM_RIGHT:
- case AATriangle::NORTHWEST:
- case AATriangle::NORTHWEST | DEFORM_TOP:
- case AATriangle::NORTHWEST | DEFORM_RIGHT:
- tile_x = tile_bbox.get_right ();
- tile_y = tile_bbox.get_top ();
- gradient = -1.0;
- break;
-
- case AATriangle::SOUTHEAST | DEFORM_BOTTOM:
- case AATriangle::SOUTHEAST | DEFORM_LEFT:
- case AATriangle::NORTHWEST | DEFORM_BOTTOM:
- case AATriangle::NORTHWEST | DEFORM_LEFT:
- tile_x = tile_bbox.get_left ();
- tile_y = tile_bbox.get_bottom ();
- gradient = -1.0;
- break;
-
- case AATriangle::SOUTHWEST | DEFORM_BOTTOM:
- case AATriangle::SOUTHWEST | DEFORM_RIGHT:
- case AATriangle::NORTHEAST | DEFORM_BOTTOM:
- case AATriangle::NORTHEAST | DEFORM_RIGHT:
- tile_x = tile_bbox.get_right ();
- tile_y = tile_bbox.get_bottom ();
- gradient = 1.0;
- break;
-
- default:
- assert (23 == 42);
- return POS_NON_SOLID;
- }
-
- /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
- * sign of the values only. Also, we determine here which corner of the
- * object's bounding box is the interesting one for us. */
- delta_x = 1.0 * SHIFT_DELTA;
- delta_y = 1.0 * SHIFT_DELTA;
- switch (slope_info & AATriangle::DIRECTION_MASK)
- {
- case AATriangle::SOUTHWEST:
- delta_x *= 1.0;
- delta_y *= -1.0;
- obj_x = obj_bbox.get_left ();
- obj_y = obj_bbox.get_bottom ();
- break;
-
- case AATriangle::SOUTHEAST:
- delta_x *= -1.0;
- delta_y *= -1.0;
- obj_x = obj_bbox.get_right ();
- obj_y = obj_bbox.get_bottom ();
- break;
-
- case AATriangle::NORTHWEST:
- delta_x *= 1.0;
- delta_y *= 1.0;
- obj_x = obj_bbox.get_left ();
- obj_y = obj_bbox.get_top ();
- break;
-
- case AATriangle::NORTHEAST:
- delta_x *= -1.0;
- delta_y *= 1.0;
- obj_x = obj_bbox.get_right ();
- obj_y = obj_bbox.get_top ();
- break;
- }
-
- /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
- * cases. */
- switch (slope_info & AATriangle::DEFORM_MASK)
- {
- case 0:
- delta_x *= .70710678118654752440; /* 1/sqrt(2) */
- delta_y *= .70710678118654752440; /* 1/sqrt(2) */
- break;
-
- case DEFORM_BOTTOM:
- case DEFORM_TOP:
- delta_x *= .44721359549995793928; /* 1/sqrt(5) */
- delta_y *= .89442719099991587856; /* 2/sqrt(5) */
- gradient *= 0.5;
- break;
-
- case DEFORM_LEFT:
- case DEFORM_RIGHT:
- delta_x *= .89442719099991587856; /* 2/sqrt(5) */
- delta_y *= .44721359549995793928; /* 1/sqrt(5) */
- gradient *= 2.0;
- break;
- }
-
- /* With a south slope, check if all points are above the line. If one point
- * isn't, the slope is not solid. => You can pass through a south-slope from
- * below but not from above. */
- if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
- || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
- {
- if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
- return (POS_NON_SOLID);
- else
- return (POS_SOLID);
- }
- /* northwest or northeast. Same as above, but inverted. You can pass from top
- * to bottom but not vice versa. */
- else
- {
- if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
- return (POS_NON_SOLID);
- else
- return (POS_SOLID);
- }
-
-#undef POS_NON_SOLID
-#undef POS_SOLID
-} /* int check_position_unisolid */
-
void
Sector::collision_tilemap(collision::Constraints* constraints,
const Vector& movement, const Rectf& dest,
float y1 = dest.get_top();
float y2 = dest.get_bottom();
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
// test with all tiles in this rectangle
if(!tile)
continue;
// skip non-solid tiles
- if((tile->getAttributes() & Tile::SOLID) == 0)
+ if(!tile->is_solid ())
continue;
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) {
- int status;
+ /* 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);
- /* Check if the tile is solid given the current movement. This works
- * for south-slopes (which are solid when moving "down") and
- * north-slopes (which are solid when moving "up". "up" and "down" is
- * in quotation marks because because the slope's gradient is taken.
- * Also, this uses the movement relative to the tilemaps own movement
- * (if any). --octo */
- status = check_movement_unisolid (relative_movement, tile);
- /* If zero is returned, the unisolid tile is non-solid. */
- if (status == 0)
- continue;
-
- /* Check whether the object is already *in* the tile. If so, the tile
- * is non-solid. Otherwise, if the object is "above" (south slopes)
- * or "below" (north slopes), the tile will be solid. */
- status = check_position_unisolid (object.get_bbox(), tile_bbox, tile);
- if (status == 0)
+ 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)
+ if (solids->get_drawing_effect() & VERTICAL_FLIP)
slope_data = AATriangle::vertical_flip(slope_data);
triangle = AATriangle(tile_bbox, slope_data);
float y2 = dest.p2.y;
uint32_t result = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
// test with all tiles in this rectangle
collision_tilemap(constraints, movement, dest, object);
// collision with other (static) objects
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if(moving_object->get_group() != COLGROUP_STATIC
&& moving_object->get_group() != COLGROUP_MOVING_STATIC)
Constraints constraints;
Vector movement = object.get_movement();
Rectf& dest = object.dest;
- float owidth = object.get_bbox().get_width();
- float oheight = object.get_bbox().get_height();
for(int i = 0; i < 2; ++i) {
collision_static(&constraints, Vector(0, movement.y), dest, object);
// apply calculated horizontal constraints
if(constraints.get_position_bottom() < infinity) {
float height = constraints.get_height ();
- if(height < oheight) {
+ 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.get_position_bottom() - DELTA;
- dest.p1.y = dest.p2.y - oheight;
+ 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 + oheight;
+ dest.p2.y = dest.p1.y + object.get_bbox().get_height();
}
}
if(constraints.has_constraints()) {
// apply calculated vertical constraints
float width = constraints.get_width ();
if(width < infinity) {
- if(width + SHIFT_DELTA < owidth) {
+ if(width + SHIFT_DELTA < object.get_bbox().get_width()) {
#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
constraints.get_position_left(), constraints.get_position_right());
object.collision_solid(h);
} else {
float xmid = constraints.get_x_midpoint ();
- dest.p1.x = xmid - owidth/2;
- dest.p2.x = xmid + owidth/2;
+ dest.p1.x = xmid - object.get_bbox().get_width()/2;
+ dest.p2.x = xmid + object.get_bbox().get_width()/2;
}
} else if(constraints.get_position_right() < infinity) {
dest.p2.x = constraints.get_position_right() - DELTA;
- dest.p1.x = dest.p2.x - owidth;
+ 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 + owidth;
+ dest.p2.x = dest.p1.x + object.get_bbox().get_width();
}
}
collision_static(&constraints, movement, dest, object);
if(constraints.get_position_bottom() < infinity) {
float height = constraints.get_height ();
- if(height + SHIFT_DELTA < oheight) {
+ if(height + SHIFT_DELTA < object.get_bbox().get_height()) {
#if 0
printf("Object %p crushed vertically...\n", &object);
#endif
using namespace collision;
// calculate destination positions of the objects
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
Vector mov = moving_object->get_movement();
}
// part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
&& moving_object->get_group() != COLGROUP_MOVING_STATIC
}
// part2: COLGROUP_MOVING vs tile attributes
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
&& moving_object->get_group() != COLGROUP_MOVING_STATIC
}
// part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
&& moving_object->get_group() != COLGROUP_MOVING_STATIC)
|| !moving_object->is_valid())
continue;
- for(MovingObjects::iterator i2 = moving_objects.begin();
- i2 != moving_objects.end(); ++i2) {
+ for(auto i2 = moving_objects.begin(); i2 != moving_objects.end(); ++i2) {
MovingObject* moving_object_2 = *i2;
if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
|| !moving_object_2->is_valid())
}
// part3: COLGROUP_MOVING vs COLGROUP_MOVING
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
|| !moving_object->is_valid())
continue;
- for(MovingObjects::iterator i2 = i+1;
- i2 != moving_objects.end(); ++i2) {
+ for(auto i2 = i+1; i2 != moving_objects.end(); ++i2) {
MovingObject* moving_object_2 = *i2;
if((moving_object_2->get_group() != COLGROUP_MOVING
&& moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
}
// apply object movement
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
moving_object->bbox = moving_object->dest;
{
using namespace collision;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
// test with all tiles in this rectangle
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());
if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
- for(MovingObjects::const_iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
const MovingObject* moving_object = *i;
if (moving_object == ignore_object) continue;
if (!moving_object->is_valid()) continue;
if (!is_free_of_tiles(rect)) return false;
- for(MovingObjects::const_iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
const MovingObject* moving_object = *i;
if (moving_object == ignore_object) continue;
if (!moving_object->is_valid()) continue;
Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
{
// TODO remove this function and move these checks elsewhere...
-
- Bullet* new_bullet = 0;
if((player_status->bonus == FIRE_BONUS &&
(int)bullets.size() >= player_status->max_fire_bullets) ||
(player_status->bonus == ICE_BONUS &&
(int)bullets.size() >= player_status->max_ice_bullets))
return false;
- new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
+ auto new_bullet = std::make_shared<Bullet>(pos, xm, dir, player_status->bonus);
add_object(new_bullet);
- sound_manager->play("sounds/shoot.wav");
+ SoundManager::current()->play("sounds/shoot.wav");
return true;
}
bool
Sector::add_smoke_cloud(const Vector& pos)
{
- add_object(new SmokeCloud(pos));
+ add_object(std::make_shared<SmokeCloud>(pos));
return true;
}
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(music);
+ SoundManager::current()->play_music(music);
break;
case HERRING_MUSIC:
- sound_manager->play_music("music/invincible.ogg");
+ SoundManager::current()->play_music("music/invincible.ogg");
break;
case HERRING_WARNING_MUSIC:
- sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
+ SoundManager::current()->stop_music(TUX_INVINCIBLE_TIME_WARNING);
break;
default:
- sound_manager->play_music("");
+ SoundManager::current()->play_music("");
break;
}
}
Sector::get_total_badguys()
{
int total_badguys = 0;
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ BadGuy* badguy = dynamic_cast<BadGuy*>(i->get());
if (badguy && badguy->countMe)
total_badguys++;
}
bool
Sector::inside(const Rectf& rect) const
{
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
Rectf bbox = solids->get_bbox();
Sector::get_width() const
{
float width = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
- i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
width = std::max(width, solids->get_bbox().get_right());
}
Sector::get_height() const
{
float height = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
+ for(auto i = solid_tilemaps.begin();
i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
height = std::max(height, solids->get_bbox().get_bottom());
void
Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
{
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
solids->change_all(old_tile_id, new_tile_id);
}
}
void
-Sector::set_gravity(float gravity)
+Sector::set_gravity(float gravity_)
{
log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
- this->gravity = gravity;
+ this->gravity = gravity_;
}
float
return gravity;
}
-Player *
+Player*
Sector::get_nearest_player (const Vector& pos)
{
- Player *nearest_player;
- float nearest_dist;
-
- nearest_player = NULL;
+ 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)
+ for (auto playerIter = players.begin(); playerIter != players.end(); ++playerIter)
{
Player *this_player = *playerIter;
- float x_dist;
- float y_dist;
- float this_dist;
-
if (this_player->is_dying() || this_player->is_dead())
continue;
- x_dist = fabs ((this_player->get_pos ().x) - pos.x);
- y_dist = fabs ((this_player->get_pos ().y) - pos.y);
- this_dist = sqrtf (x_dist*x_dist + y_dist*y_dist);
+ float this_dist = this_player->get_bbox ().distance(pos);
- if ((nearest_player == NULL) || (nearest_dist > this_dist)) {
+ if (this_dist < nearest_dist) {
nearest_player = this_player;
nearest_dist = this_dist;
}
}
- return (nearest_player);
+ 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 */