#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 "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;
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();
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";
#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
}
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
void
Sector::update(float elapsed_time)
{
- player->check_bounds(camera);
+ player->check_bounds();
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
}
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);
}
}
/** 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);
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)
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;
}
}
}
-/* 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 (const 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);
- }
-
- /* 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,
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;
-
- /* 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
- * into account. This is more complex than just checking for (y > 0).
- * --octo */
- status = check_movement_unisolid (movement, tile);
- /* If zero is returned, the unisolid tile is non-solid. */
- if (status == 0)
- continue;
+ /* 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 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);
- 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, tile_bbox, NULL, NULL, solids->get_movement());
+ check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
+ solids->get_movement(/* actual = */ false));
}
}
}
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);
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
- float width = constraints.right - constraints.left;
+ 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.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 {
- float xmid = (constraints.left + constraints.right) / 2;
- dest.p1.x = xmid - owidth/2;
- dest.p2.x = xmid + owidth/2;
+ 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.right < infinity) {
- dest.p2.x = constraints.right - DELTA;
- dest.p1.x = dest.p2.x - owidth;
- } 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
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());
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);
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 */