#include "scripting/squirrel_util.hpp"
#include "supertux/collision.hpp"
#include "supertux/constants.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"));
return new Jumpy(reader);
} else {
try {
- return create_object(name, reader);
+ return ObjectFactory::instance().create(name, reader);
} catch(std::exception& e) {
log_warning << e.what() << "" << std::endl;
return 0;
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) {
_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::try_expose(GameObject* object)
{
- ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
- if(interface != NULL) {
+ 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);
}
}
{
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) {
+ 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;
}
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);
}
/** 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,
+ const Vector& movement, const Rectf& r1, const Rectf& r2,
GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
{
if(!collision::intersects(r1, r2))
void
Sector::collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest) const
+ const Vector& movement, const Rectf& dest) const
{
// calculate rectangle where the object will move
float x1 = dest.get_left();
collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
} 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());
+ Rectf 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());
}
}
}
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;
}
/** 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,
+ const Vector& movement, const Rectf& dest,
GameObject& object)
{
collision_tilemap(constraints, movement, dest);
Constraints constraints;
Vector movement = object.get_movement();
- Rect& dest = object.dest;
+ Rectf& dest = object.dest;
float owidth = object.get_bbox().get_width();
float oheight = object.get_bbox().get_height();
}
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;
}
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...
}
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;