#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/sequence_trigger.hpp"
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 ),
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 Player(GameSession::current()->get_savegame().get_player_status(), "Tux"));
add_object(new DisplayEffect("Effect"));
add_object(new 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;
}
GameObject*
-Sector::parse_object(const std::string& name, const Reader& reader)
+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") {
+ if(name_ == "camera") {
+ Camera* camera_ = new Camera(this, "Camera");
+ camera_->parse(reader);
+ return camera_;
+ } else if(name_ == "particles-snow") {
SnowParticleSystem* partsys = new SnowParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-rain") {
+ } else if(name_ == "particles-rain") {
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-comets") {
+ } else if(name_ == "particles-comets") {
CometParticleSystem* partsys = new CometParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-ghosts") {
+ } else if(name_ == "particles-ghosts") {
GhostParticleSystem* partsys = new GhostParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-clouds") {
+ } else if(name_ == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "money") { // for compatibility with old maps
+ } else if(name_ == "money") { // for compatibility with old maps
return new 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;
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) {
}
// add a camera
- Camera* camera = new Camera(this, "Camera");
- add_object(camera);
+ Camera* camera_ = new 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();
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";
}
}
+ //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
solid_tilemaps.push_back(tilemap);
}
- Camera* camera = dynamic_cast<Camera*> (object);
- if(camera != NULL) {
+ Camera* camera_ = dynamic_cast<Camera*> (object);
+ if(camera_ != NULL) {
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) {
+ Player* player_ = dynamic_cast<Player*> (object);
+ if(player_ != NULL) {
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) {
+ DisplayEffect* effect_ = dynamic_cast<DisplayEffect*> (object);
+ if(effect_ != NULL) {
if(this->effect != 0) {
log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
return false;
}
- this->effect = effect;
+ this->effect = effect_;
}
if(_current == this) {
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);
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
new_bullet = new 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;
}
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;
}
}
}
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