supertux/sector.cpp: Add support for "south", "west" and "east" unisolid tiles.
[supertux.git] / src / supertux / sector.cpp
index 7d9178c..f85ef49 100644 (file)
 #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;
@@ -575,19 +570,28 @@ Sector::activate(const Vector& player_pos)
   }
   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);
+    }
   }
 
   camera->reset(player->get_pos());
@@ -967,11 +971,21 @@ int check_movement_unisolid (Vector movement, const Tile* tile)
 #define MV_SOLID 1
 
   /* If the tile is not a slope, this is very easy. */
-  if ((tile->getAttributes() & Tile::SLOPE) == 0)
+  if (!tile->is_slope ())
   {
-    if (movement.y >= 0) /* moving down */
+    int dir = tile->getData () & ((int) Tile::UNI_DIR_MASK);
+
+    log_debug << "Tile data is " << tile->getData () << ", dir = " << dir << std::endl;
+
+    if (dir != Tile::UNI_DIR_NORTH)
+      log_debug << "Found non-north facing unisolid tile." << std::endl;
+
+    if (((dir == Tile::UNI_DIR_NORTH) && (movement.y >= 0)) /* moving down */
+        || ((dir == Tile::UNI_DIR_SOUTH) && (movement.y < 0)) /* moving up */
+        || ((dir == Tile::UNI_DIR_WEST) && (movement.x >= 0)) /* moving right */
+        || ((dir == Tile::UNI_DIR_EAST) && (movement.x < 0))) /* moving left */
       return MV_SOLID;
-    else /* moving up */
+    else
       return MV_NON_SOLID;
   }
 
@@ -1024,11 +1038,11 @@ int check_movement_unisolid (Vector movement, const Tile* tile)
 
   /* determine tangent of the slope */
   slope_tan = 1.0;
-  if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_BOTTOM)
-      || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP))
+  if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_BOTTOM)
+      || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::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))
+  else if (((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_LEFT)
+      || ((slope_info & AATriangle::DEFORM_MASK) == AATriangle::DEFORM_RIGHT))
     slope_tan = 2.0; /* ~= 63.4 deg */
 
   /* up and right */
@@ -1095,12 +1109,24 @@ int check_position_unisolid (const Rectf& obj_bbox,
 #define POS_SOLID 1
 
   /* If this is not a slope, this is - again - easy */
-  if ((tile->getAttributes() & Tile::SLOPE) == 0)
+  if (!tile->is_slope ())
   {
-    if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
+    int dir = tile->getData () & Tile::UNI_DIR_MASK;
+
+    if ((dir == Tile::UNI_DIR_NORTH)
+        && ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ()))
       return POS_SOLID;
-    else
-      return POS_NON_SOLID;
+    else if ((dir == Tile::UNI_DIR_SOUTH)
+        && ((obj_bbox.get_top () + SHIFT_DELTA) >= tile_bbox.get_bottom ()))
+      return POS_SOLID;
+    else if ((dir == Tile::UNI_DIR_WEST)
+        && ((obj_bbox.get_right () - SHIFT_DELTA) <= tile_bbox.get_left ()))
+      return POS_SOLID;
+    else if ((dir == Tile::UNI_DIR_EAST)
+        && ((obj_bbox.get_left () + SHIFT_DELTA) >= tile_bbox.get_right ()))
+      return POS_SOLID;
+
+    return POS_NON_SOLID;
   }
 
   /* There are 20 different cases. For each case, calculate a line that
@@ -1111,40 +1137,40 @@ int check_position_unisolid (const Rectf& obj_bbox,
       & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
   {
     case AATriangle::SOUTHWEST:
-    case AATriangle::SOUTHWEST | DEFORM_TOP:
-    case AATriangle::SOUTHWEST | DEFORM_LEFT:
+    case AATriangle::SOUTHWEST | AATriangle::DEFORM_TOP:
+    case AATriangle::SOUTHWEST | AATriangle::DEFORM_LEFT:
     case AATriangle::NORTHEAST:
-    case AATriangle::NORTHEAST | DEFORM_TOP:
-    case AATriangle::NORTHEAST | DEFORM_LEFT:
+    case AATriangle::NORTHEAST | AATriangle::DEFORM_TOP:
+    case AATriangle::NORTHEAST | AATriangle::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::SOUTHEAST | AATriangle::DEFORM_TOP:
+    case AATriangle::SOUTHEAST | AATriangle::DEFORM_RIGHT:
     case AATriangle::NORTHWEST:
-    case AATriangle::NORTHWEST | DEFORM_TOP:
-    case AATriangle::NORTHWEST | DEFORM_RIGHT:
+    case AATriangle::NORTHWEST | AATriangle::DEFORM_TOP:
+    case AATriangle::NORTHWEST | AATriangle::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:
+    case AATriangle::SOUTHEAST | AATriangle::DEFORM_BOTTOM:
+    case AATriangle::SOUTHEAST | AATriangle::DEFORM_LEFT:
+    case AATriangle::NORTHWEST | AATriangle::DEFORM_BOTTOM:
+    case AATriangle::NORTHWEST | AATriangle::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:
+    case AATriangle::SOUTHWEST | AATriangle::DEFORM_BOTTOM:
+    case AATriangle::SOUTHWEST | AATriangle::DEFORM_RIGHT:
+    case AATriangle::NORTHEAST | AATriangle::DEFORM_BOTTOM:
+    case AATriangle::NORTHEAST | AATriangle::DEFORM_RIGHT:
       tile_x = tile_bbox.get_right ();
       tile_y = tile_bbox.get_bottom ();
       gradient = 1.0;
@@ -1200,15 +1226,15 @@ int check_position_unisolid (const Rectf& obj_bbox,
       delta_y *= .70710678118654752440; /* 1/sqrt(2) */
       break;
 
-    case DEFORM_BOTTOM:
-    case DEFORM_TOP:
+    case AATriangle::DEFORM_BOTTOM:
+    case AATriangle::DEFORM_TOP:
       delta_x *= .44721359549995793928; /* 1/sqrt(5) */
       delta_y *= .89442719099991587856; /* 2/sqrt(5) */
       gradient *= 0.5;
       break;
 
-    case DEFORM_LEFT:
-    case DEFORM_RIGHT:
+    case AATriangle::DEFORM_LEFT:
+    case AATriangle::DEFORM_RIGHT:
       delta_x *= .89442719099991587856; /* 2/sqrt(5) */
       delta_y *= .44721359549995793928; /* 1/sqrt(5) */
       gradient *= 2.0;
@@ -1269,7 +1295,7 @@ Sector::collision_tilemap(collision::Constraints* constraints,
 
         // only handle unisolid when the player is falling down and when he was
         // above the tile before
-        if(tile->getAttributes() & Tile::UNISOLID) {
+        if(tile->is_unisolid ()) {
           int status;
           Vector relative_movement = movement
             - solids->get_movement(/* actual = */ true);
@@ -1293,7 +1319,7 @@ Sector::collision_tilemap(collision::Constraints* constraints,
             continue;
         }
 
-        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)
@@ -1677,9 +1703,9 @@ Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
         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());
@@ -1893,13 +1919,11 @@ Sector::get_gravity() const
   return gravity;
 }
 
-Player *
+Player*
 Sector::get_nearest_player (const Vector& pos)
 {
-  Player *nearest_player;
-  float nearest_dist;
-
-  nearest_player = NULL;
+  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();
@@ -1907,25 +1931,40 @@ Sector::get_nearest_player (const Vector& pos)
       ++playerIter)
   {
     Player *this_player = *playerIter;
-    float x_dist;
-    float y_dist;
-    float this_dist;
-
     if (this_player->is_dying() || this_player->is_dead())
       continue;
 
-    x_dist = fabs ((this_player->get_pos ().x) - pos.x);
-    y_dist = fabs ((this_player->get_pos ().y) - pos.y);
-    this_dist = sqrtf (x_dist*x_dist + y_dist*y_dist);
+    float this_dist = this_player->get_bbox ().distance(pos);
 
-    if ((nearest_player == NULL) || (nearest_dist > this_dist)) {
+    if (this_dist < nearest_dist) {
       nearest_player = this_player;
       nearest_dist = this_dist;
     }
   }
 
-  return (nearest_player);
+  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 */