#include "lisp/list_iterator.hpp"
#include "math/aatriangle.hpp"
#include "object/background.hpp"
+#include "object/bonus_block.hpp"
+#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/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/physfs_stream.hpp"
+#include "physfs/ifile_stream.hpp"
#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/main.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
} else if(token == "music") {
iter.value()->get(music);
} else if(token == "spawnpoint") {
- SpawnPoint* sp = new SpawnPoint(iter.lisp());
+ SpawnPoint* sp = new SpawnPoint(*iter.lisp());
spawnpoints.push_back(sp);
} else if(token == "init-script") {
iter.value()->get(init_script);
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) {
_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();
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::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;
}
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))
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
- constraints->right = std::min(constraints->right, r2.get_left());
+ constraints->min_right(r2.get_left());
return;
} else if(iright < SHIFT_DELTA) {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->max_left(r2.get_right());
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->min_bottom(r2.get_top());
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->top = std::max(constraints->top, r2.get_bottom());
+ constraints->max_top(r2.get_bottom());
return;
}
}
constraints->ground_movement += addl_ground_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->min_bottom(r2.get_top());
constraints->hit.bottom = true;
} else {
- constraints->top = std::max(constraints->top, r2.get_bottom());
+ constraints->max_top(r2.get_bottom());
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->right = std::min(constraints->right, r2.get_left());
+ constraints->min_right(r2.get_left());
constraints->hit.right = true;
} else {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->max_left(r2.get_right());
constraints->hit.left = true;
}
}
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();
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(p1, p2, slope_data);
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;
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++) {
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());
+ int max_y_ice = int(max_y + SHIFT_DELTA);
for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ int y;
+ for(y = starttiley; y*32 < max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
result |= tile->getAttributes();
}
+ for(; y*32 < max_y_ice; ++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,
+ 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();
break;
// apply calculated vertical constraints
- if(constraints.right < infinity) {
- float width = constraints.right - constraints.left;
+ float width = constraints.right - constraints.left;
+ if(width < infinity) {
if(width + SHIFT_DELTA < owidth) {
#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
h.crush = true;
object.collision_solid(h);
} else {
- dest.p2.x = constraints.right - DELTA;
- dest.p1.x = dest.p2.x - owidth;
+ float xmid = (constraints.left + constraints.right) / 2;
+ dest.p1.x = xmid - owidth/2;
+ dest.p2.x = xmid + owidth/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;
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;
}
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;