#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/game_session.hpp"
#include "supertux/globals.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"
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(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) {
uint32_t id = solids->get_tile_id(x, y);
const Tile *tile = solids->get_tile(x, y);
- Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
+ 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 == 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) {
uint32_t id = tm->get_tile_id(x, y);
- Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
- Vector center(pos.x + 16, pos.y + 16);
+ Vector pos = tm->get_tile_position(x, y);
+ Vector center = pos + Vector(16, 16);
// 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) {
- if(*i == object) {
- assert("object already added to sector" == 0);
- }
+ for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ 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);
- }
+ 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(camera);
+ 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* interface = dynamic_cast<ScriptInterface*> (object);
- if(interface != NULL) {
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
+ 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::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* interface = dynamic_cast<ScriptInterface*> (object);
- if(interface != NULL) {
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
+ 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;
}
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 col(0.2f, 0.2f, 0.2f, 0.7f);
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
+ Color color(1.0f, 0.0f, 0.0f, 0.75f);
+ for(auto 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->right = std::min(constraints->right, r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
return;
} else if(iright < SHIFT_DELTA) {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->top = std::max(constraints->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->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
constraints->hit.bottom = true;
} else {
- constraints->top = std::max(constraints->top, r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->right = std::min(constraints->right, r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
constraints->hit.right = true;
} else {
- constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
constraints->hit.left = true;
}
}
void
Sector::collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest) const
+ const Vector& movement, const Rectf& dest,
+ MovingObject& object) const
{
// calculate rectangle where the object will move
float x1 = dest.get_left();
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
- int starttilex = int(x1 - solids->get_x_offset()) / 32;
- 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());
+ Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
// skip non-solid tiles
- if((tile->getAttributes() & Tile::SOLID) == 0)
+ if(!tile->is_solid ())
continue;
- // only handle unisolid when the player is falling down and when he was
- // above the tile before
- if(tile->getAttributes() & Tile::UNISOLID) {
- if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+ Rectf tile_bbox = solids->get_tile_bbox(x, y);
+
+ /* 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);
+
+ 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;
- 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(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
- 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());
+ check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
+ solids->get_movement(/* actual = */ false));
}
}
}
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++) {
+ for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
// test with all tiles in this rectangle
- int starttilex = int(x1 - solids->get_x_offset()) / 32;
- 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());
+ Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
+ // For ice (only), add a little fudge to recognize tiles Tux is standing on.
+ Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ int y;
+ for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
result |= tile->getAttributes();
}
+ for(; y < test_tiles_ice.bottom; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ result |= (tile->getAttributes() & Tile::ICE);
+ }
}
}
void
Sector::collision_static(collision::Constraints* constraints,
const Vector& movement, const Rectf& dest,
- GameObject& object)
+ MovingObject& object)
{
- collision_tilemap(constraints, movement, dest);
+ 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);
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
- if(constraints.right < infinity) {
- float width = constraints.right - constraints.left;
- if(width + SHIFT_DELTA < owidth) {
+ float width = constraints.get_width ();
+ if(width < infinity) {
+ 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 {
- dest.p2.x = constraints.right - DELTA;
- dest.p1.x = dest.p2.x - owidth;
+ 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.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
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
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);
}
}
// 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
- int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
- int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
- int max_x = int(rect.p2.x - solids->get_x_offset());
- int max_y = int(rect.p2.y - solids->get_y_offset());
+ Rect test_tiles = solids->get_tiles_overlapping(rect);
- for(int x = starttilex; x*32 <= max_x; ++x) {
- for(int y = starttiley; y*32 <= max_y; ++y) {
+ for(int x = test_tiles.left; x < test_tiles.right; ++x) {
+ for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile) continue;
- if(tile->getAttributes() & Tile::SLOPE) {
+ if(!(tile->getAttributes() & Tile::SOLID))
+ continue;
+ if(tile->is_unisolid () && ignoreUnisolid)
+ continue;
+ if(tile->is_slope ()) {
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());
+ Rectf tbbox = solids->get_tile_bbox(x, y);
+ triangle = AATriangle(tbbox, tile->getData());
Constraints constraints;
- if(collision::rectangle_aatriangle(&constraints, rect, triangle) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
+ if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
+ continue;
}
- if((tile->getAttributes() & Tile::SOLID) && (!ignoreUnisolid || !(tile->getAttributes() & Tile::UNISOLID))) return false;
+ // We have a solid tile that overlaps the given rectangle.
+ return false;
}
}
}
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;
}
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...
-
- 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.music");
+ 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;
- bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
- bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
- if (horizontally && vertically)
+ Rectf bbox = solids->get_bbox();
+ bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
+
+ if (bbox.contains(rect))
return true;
}
return false;
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;
- if ((solids->get_width() * 32 + solids->get_x_offset()) > width) {
- width = solids->get_width() * 32 + solids->get_x_offset();
- }
+ width = std::max(width, solids->get_bbox().get_right());
}
return width;
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;
- if ((solids->get_height() * 32 + solids->get_y_offset()) > height) {
- height = solids->get_height() * 32 + solids->get_y_offset();
- }
+ height = std::max(height, solids->get_bbox().get_bottom());
}
return height;
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*
+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 (auto 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 */