X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsector.cpp;h=247a3dec39df6dbba1cb0781ffc9a9c07305badb;hb=6f92944e2238c19283a0776e63f469b3345bccd2;hp=0dd15884b36374f70b9b6688d9f948d5dcc3219e;hpb=22e7accd3e335951d82850ec2e54563e67e1cf97;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 0dd15884b..247a3dec3 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -1,7 +1,7 @@ // $Id$ // // SuperTux - A Jump'n Run -// Copyright (C) 2004 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -16,7 +16,6 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - #include #include @@ -24,324 +23,321 @@ #include #include #include +#include #include - -#include "app/globals.h" -#include "sector.h" -#include "utils/lispreader.h" -#include "gameobjs.h" -#include "camera.h" -#include "background.h" -#include "particlesystem.h" -#include "tile.h" -#include "tilemap.h" -#include "audio/sound_manager.h" -#include "gameloop.h" -#include "resources.h" -#include "statistics.h" -#include "special/collision.h" -#include "math/rectangle.h" -#include "math/aatriangle.h" -#include "object/coin.h" -#include "object/block.h" -#include "object/invisible_block.h" -#include "object/platform.h" -#include "trigger/door.h" -#include "object/bullet.h" -#include "badguy/jumpy.h" -#include "badguy/snowball.h" -#include "badguy/bouncing_snowball.h" -#include "badguy/flame.h" -#include "badguy/mriceblock.h" -#include "badguy/mrbomb.h" -#include "trigger/sequence_trigger.h" -#include "trigger/secretarea_trigger.h" +#include +#include + +#include "sector.hpp" +#include "object/player.hpp" +#include "object/gameobjs.hpp" +#include "object/camera.hpp" +#include "object/background.hpp" +#include "object/gradient.hpp" +#include "object/particlesystem.hpp" +#include "object/particlesystem_interactive.hpp" +#include "object/tilemap.hpp" +#include "lisp/parser.hpp" +#include "lisp/lisp.hpp" +#include "lisp/writer.hpp" +#include "lisp/list_iterator.hpp" +#include "tile.hpp" +#include "audio/sound_manager.hpp" +#include "game_session.hpp" +#include "resources.hpp" +#include "statistics.hpp" +#include "object_factory.hpp" +#include "collision.hpp" +#include "spawn_point.hpp" +#include "math/rect.hpp" +#include "math/aatriangle.hpp" +#include "object/coin.hpp" +#include "object/block.hpp" +#include "object/invisible_block.hpp" +#include "object/bullet.hpp" +#include "object/text_object.hpp" +#include "badguy/jumpy.hpp" +#include "trigger/sequence_trigger.hpp" +#include "player_status.hpp" +#include "scripting/squirrel_util.hpp" +#include "script_interface.hpp" +#include "log.hpp" Sector* Sector::_current = 0; -Sector::Sector() - : gravity(10), player(0), solids(0), background(0), camera(0), - currentmusic(LEVEL_MUSIC) +bool Sector::show_collrects = false; +bool Sector::draw_solids_only = false; + +Sector::Sector(Level* parent) + : level(parent), currentmusic(LEVEL_MUSIC), gravity(10), + player(0), solids(0), camera(0) { - song_title = "Mortimers_chipdisko.mod"; - player = new Player(); - add_object(player); + add_object(new Player(player_status)); + add_object(new DisplayEffect()); + add_object(new TextObject()); + + // create a new squirrel table for the sector + 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"); + + sq_resetobject(§or_table); + if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table))) + throw Scripting::SquirrelError(global_vm, "Couldn't get sector table"); + sq_addref(global_vm, §or_table); + sq_pop(global_vm, 1); } Sector::~Sector() { - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); - ++i) { - delete *i; + using namespace Scripting; + + deactivate(); + + for(ScriptList::iterator i = scripts.begin(); + i != scripts.end(); ++i) { + HSQOBJECT& object = *i; + sq_release(global_vm, &object); + } + sq_release(global_vm, §or_table); + sq_collectgarbage(global_vm); + + update_game_objects(); + assert(gameobjects_new.size() == 0); + + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + before_object_remove(object); + object->unref(); } for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); ++i) delete *i; - - if(_current == this) - _current = 0; } -Sector *Sector::create(const std::string& name, size_t width, size_t height) +Level* +Sector::get_level() { - Sector *sector = new Sector; - sector->name = name; - TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height); - TileMap *interactive = new TileMap(LAYER_TILES, true, width, height); - TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height); - sector->add_object(background); - sector->add_object(interactive); - sector->add_object(foreground); - sector->solids = interactive; - sector->camera = new Camera(sector); - sector->add_object(sector->camera); - sector->update_game_objects(); - return sector; + return level; } GameObject* -Sector::parseObject(const std::string& name, LispReader& reader) -{ - if(name == "background") { - background = new Background(reader); - return background; - } else if(name == "camera") { - if(camera) { - std::cerr << "Warning: More than 1 camera defined in sector.\n"; - return 0; - } - camera = new Camera(this); - camera->read(reader); +Sector::parse_object(const std::string& name, const lisp::Lisp& reader) +{ + if(name == "camera") { + Camera* camera = new Camera(this); + camera->parse(reader); return camera; - } else if(name == "tilemap") { - TileMap* tilemap = new TileMap(reader); - - if(tilemap->is_solid()) { - if(solids) { - std::cerr << "Warning multiple solid tilemaps in sector.\n"; - return 0; - } - solids = tilemap; - fix_old_tiles(); - } - return tilemap; } else if(name == "particles-snow") { SnowParticleSystem* partsys = new SnowParticleSystem(); partsys->parse(reader); return partsys; + } else if(name == "particles-rain") { + RainParticleSystem* partsys = new RainParticleSystem(); + partsys->parse(reader); + return partsys; + } else if(name == "particles-comets") { + CometParticleSystem* partsys = new CometParticleSystem(); + partsys->parse(reader); + return partsys; + } else if(name == "particles-ghosts") { + GhostParticleSystem* partsys = new GhostParticleSystem(); + partsys->parse(reader); + return partsys; } else if(name == "particles-clouds") { CloudParticleSystem* partsys = new CloudParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "door") { - return new Door(reader); - } else if(name == "secretarea") { - return new SecretAreaTrigger(reader); - } else if(name == "platform") { - return new Platform(reader); - } else if(name == "jumpy" || name == "money") { + } else if(name == "money") { // for compatibility with old maps return new Jumpy(reader); - } else if(name == "snowball") { - return new SnowBall(reader); - } else if(name == "bouncingsnowball") { - return new BouncingSnowball(reader); - } else if(name == "flame") { - return new Flame(reader); - } else if(name == "mriceblock") { - return new MrIceBlock(reader); - } else if(name == "mrbomb") { - return new MrBomb(reader); - } -#if 0 - else if(badguykind_from_string(name) != BAD_INVALID) { - return new BadGuy(badguykind_from_string(name), reader); - } else if(name == "trampoline") { - return new Trampoline(reader); - } else if(name == "flying-platform") { - return new FlyingPlatform(reader); -#endif + } - std::cerr << "Unknown object type '" << name << "'.\n"; + try { + return create_object(name, reader); + } catch(std::exception& e) { + log_warning << e.what() << "" << std::endl; + } + return 0; } void -Sector::parse(LispReader& lispreader) -{ - _current = this; - - for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur); - cur = lisp_cdr(cur)) { - std::string token = lisp_symbol(lisp_car(lisp_car(cur))); - // FIXME: doesn't handle empty data - lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur))); - LispReader reader(lisp_cdr(lisp_car(cur))); - +Sector::parse(const lisp::Lisp& sector) +{ + lisp::ListIterator iter(§or); + while(iter.next()) { + const std::string& token = iter.item(); if(token == "name") { - name = lisp_string(data); + iter.value()->get(name); } else if(token == "gravity") { - gravity = lisp_real(data); + iter.value()->get(gravity); } else if(token == "music") { - song_title = lisp_string(data); - load_music(); - } else if(token == "spawn-points") { - SpawnPoint* sp = new SpawnPoint; - reader.read_string("name", sp->name); - reader.read_float("x", sp->pos.x); - reader.read_float("y", sp->pos.y); + iter.value()->get(music); + } else if(token == "spawnpoint") { + SpawnPoint* sp = new SpawnPoint(iter.lisp()); spawnpoints.push_back(sp); + } else if(token == "init-script") { + iter.value()->get(init_script); } else { - GameObject* object = parseObject(token, reader); + GameObject* object = parse_object(token, *(iter.lisp())); if(object) { add_object(object); } } } - if(!camera) { - std::cerr << "sector '" << name << "' does not contain a camera.\n"; - camera = new Camera(this); - add_object(camera); - } + update_game_objects(); + if(!solids) throw std::runtime_error("sector does not contain a solid tile layer."); + + fix_old_tiles(); + if(!camera) { + log_warning << "sector '" << name << "' does not contain a camera." << std::endl; + update_game_objects(); + add_object(new Camera(this)); + } + + update_game_objects(); } void -Sector::parse_old_format(LispReader& reader) +Sector::parse_old_format(const lisp::Lisp& reader) { - _current = this; - name = "main"; - reader.read_float("gravity", gravity); + reader.get("gravity", gravity); std::string backgroundimage; - reader.read_string("background", backgroundimage); + reader.get("background", backgroundimage); float bgspeed = .5; - reader.read_float("bkgd_speed", bgspeed); + reader.get("bkgd_speed", bgspeed); bgspeed /= 100; Color bkgd_top, bkgd_bottom; int r = 0, g = 0, b = 128; - reader.read_int("bkgd_red_top", r); - reader.read_int("bkgd_green_top", g); - reader.read_int("bkgd_blue_top", b); - bkgd_top.red = r; - bkgd_top.green = g; - bkgd_top.blue = b; + reader.get("bkgd_red_top", r); + reader.get("bkgd_green_top", g); + reader.get("bkgd_blue_top", b); + bkgd_top.red = static_cast (r) / 255.0f; + bkgd_top.green = static_cast (g) / 255.0f; + bkgd_top.blue = static_cast (b) / 255.0f; - reader.read_int("bkgd_red_bottom", r); - reader.read_int("bkgd_green_bottom", g); - reader.read_int("bkgd_blue_bottom", b); - bkgd_bottom.red = r; - bkgd_bottom.green = g; - bkgd_bottom.blue = b; + reader.get("bkgd_red_bottom", r); + reader.get("bkgd_green_bottom", g); + reader.get("bkgd_blue_bottom", b); + bkgd_bottom.red = static_cast (r) / 255.0f; + bkgd_bottom.green = static_cast (g) / 255.0f; + bkgd_bottom.blue = static_cast (b) / 255.0f; if(backgroundimage != "") { - background = new Background; - background->set_image(backgroundimage, bgspeed); + Background* background = new Background(); + background->set_image( + std::string("images/background/") + backgroundimage, bgspeed); add_object(background); } else { - background = new Background; - background->set_gradient(bkgd_top, bkgd_bottom); - add_object(background); + Gradient* gradient = new Gradient(); + gradient->set_gradient(bkgd_top, bkgd_bottom); + add_object(gradient); } std::string particlesystem; - reader.read_string("particle_system", particlesystem); + reader.get("particle_system", particlesystem); if(particlesystem == "clouds") add_object(new CloudParticleSystem()); else if(particlesystem == "snow") add_object(new SnowParticleSystem()); + else if(particlesystem == "rain") + add_object(new RainParticleSystem()); Vector startpos(100, 170); - reader.read_float("start_pos_x", startpos.x); - reader.read_float("start_pos_y", startpos.y); + reader.get("start_pos_x", startpos.x); + reader.get("start_pos_y", startpos.y); SpawnPoint* spawn = new SpawnPoint; spawn->pos = startpos; spawn->name = "main"; spawnpoints.push_back(spawn); - song_title = "Mortimers_chipdisko.mod"; - reader.read_string("music", song_title); - load_music(); + music = "chipdisko.ogg"; + reader.get("music", music); + music = "music/" + music; - int width, height = 15; - reader.read_int("width", width); - reader.read_int("height", height); + int width = 30, height = 15; + reader.get("width", width); + reader.get("height", height); std::vector tiles; - if(reader.read_int_vector("interactive-tm", tiles) - || reader.read_int_vector("tilemap", tiles)) { + if(reader.get_vector("interactive-tm", tiles) + || reader.get_vector("tilemap", tiles)) { TileMap* tilemap = new TileMap(); tilemap->set(width, height, tiles, LAYER_TILES, true); - solids = tilemap; add_object(tilemap); - - fix_old_tiles(); } - if(reader.read_int_vector("background-tm", tiles)) { + if(reader.get_vector("background-tm", tiles)) { TileMap* tilemap = new TileMap(); tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false); add_object(tilemap); } - if(reader.read_int_vector("foreground-tm", tiles)) { + if(reader.get_vector("foreground-tm", tiles)) { TileMap* tilemap = new TileMap(); tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false); add_object(tilemap); } // read reset-points (now spawn-points) - { - lisp_object_t* cur = 0; - if(reader.read_lisp("reset-points", cur)) { - while(!lisp_nil_p(cur)) { - lisp_object_t* data = lisp_car(cur); - LispReader reader(lisp_cdr(data)); - + const lisp::Lisp* resetpoints = reader.get_lisp("reset-points"); + if(resetpoints) { + lisp::ListIterator iter(resetpoints); + while(iter.next()) { + if(iter.item() == "point") { Vector sp_pos; - if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y)) + if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y)) { SpawnPoint* sp = new SpawnPoint; sp->name = "main"; sp->pos = sp_pos; spawnpoints.push_back(sp); } - - cur = lisp_cdr(cur); + } else { + log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl; } } } // read objects - { - lisp_object_t* cur = 0; - if(reader.read_lisp("objects", cur)) { - while(!lisp_nil_p(cur)) { - lisp_object_t* data = lisp_car(cur); - std::string object_type = lisp_symbol(lisp_car(data)); - - LispReader reader(lisp_cdr(data)); - - GameObject* object = parseObject(object_type, reader); - if(object) { - add_object(object); - } else { - std::cerr << "Unknown object '" << object_type << "' in level.\n"; - } - - cur = lisp_cdr(cur); + const lisp::Lisp* objects = reader.get_lisp("objects"); + if(objects) { + lisp::ListIterator iter(objects); + while(iter.next()) { + GameObject* object = parse_object(iter.item(), *(iter.lisp())); + if(object) { + add_object(object); + } else { + log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl; } } } // add a camera - camera = new Camera(this); + Camera* camera = new Camera(this); add_object(camera); + + update_game_objects(); + + if(solids == 0) + throw std::runtime_error("sector does not contain a solid tile layer."); + + fix_old_tiles(); + update_game_objects(); } void @@ -353,32 +349,33 @@ Sector::fix_old_tiles() const Tile* tile = solids->get_tile(x, y); Vector pos(x*32, y*32); - if(tile->id == 112) { + if(tile->getID() == 112) { add_object(new InvisibleBlock(pos)); solids->change(x, y, 0); - } else if(tile->attributes & Tile::COIN) { + } else if(tile->getAttributes() & Tile::COIN) { add_object(new Coin(pos)); solids->change(x, y, 0); - } else if(tile->attributes & Tile::FULLBOX) { - add_object(new BonusBlock(pos, tile->data)); + } else if(tile->getAttributes() & Tile::FULLBOX) { + add_object(new BonusBlock(pos, tile->getData())); solids->change(x, y, 0); - } else if(tile->attributes & Tile::BRICK) { - add_object(new Brick(pos, tile->data)); + } else if(tile->getAttributes() & Tile::BRICK) { + add_object(new Brick(pos, tile->getData())); solids->change(x, y, 0); - } else if(tile->attributes & Tile::GOAL) { - add_object(new SequenceTrigger(pos, "endsequence")); + } else if(tile->getAttributes() & Tile::GOAL) { + std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux"; + add_object(new SequenceTrigger(pos, sequence)); solids->change(x, y, 0); } - } + } } } void -Sector::write(LispWriter& writer) +Sector::write(lisp::Writer& writer) { writer.write_string("name", name); writer.write_float("gravity", gravity); - writer.write_string("music", song_title); + writer.write_string("music", music); // write spawnpoints for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); @@ -400,39 +397,38 @@ Sector::write(LispWriter& writer) } } -void -Sector::do_vertical_flip() +HSQUIRRELVM +Sector::run_script(std::istream& in, const std::string& sourcename) { - // remove or fix later -#if 0 - for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) - { - TileMap* tilemap = dynamic_cast (*i); - if(tilemap) - { - tilemap->do_vertical_flip(); - } + using namespace Scripting; - BadGuy* badguy = dynamic_cast (*i); - if(badguy) - badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32; - Trampoline* trampoline = dynamic_cast (*i); - if(trampoline) - trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32; - FlyingPlatform* flying_platform = dynamic_cast (*i); - if(flying_platform) - flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32; - Door* door = dynamic_cast (*i); - if(door) - door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32); - } + // garbage collect thread list + for(ScriptList::iterator i = scripts.begin(); + i != scripts.end(); ) { + HSQOBJECT& object = *i; + HSQUIRRELVM vm = object_to_vm(object); - for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); - ++i) { - SpawnPoint* spawn = *i; - spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32; + if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) { + sq_release(global_vm, &object); + i = scripts.erase(i); + continue; + } + + ++i; } -#endif + + HSQOBJECT object = create_thread(global_vm); + scripts.push_back(object); + + HSQUIRRELVM vm = object_to_vm(object); + + // set sector_table as roottable for the thread + sq_pushobject(vm, sector_table); + sq_setroottable(vm); + + compile_and_run(vm, in, sourcename); + + return vm; } void @@ -454,29 +450,13 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } void Sector::activate(const std::string& spawnpoint) { - _current = this; - - // Apply bonuses from former levels - switch (player_status.bonus) - { - case PlayerStatus::NO_BONUS: - break; - - case PlayerStatus::FLOWER_BONUS: - player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here - // fall through - - case PlayerStatus::GROWUP_BONUS: - player->grow(false); - break; - } - SpawnPoint* sp = 0; for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); ++i) { @@ -484,37 +464,92 @@ Sector::activate(const std::string& spawnpoint) sp = *i; break; } - } + } if(!sp) { - std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n"; + log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl; + if(spawnpoint != "main") { + activate("main"); + } else { + activate(Vector(0, 0)); + } } else { - player->move(sp->pos); + activate(sp->pos); } +} +void +Sector::activate(const Vector& player_pos) +{ + if(_current != this) { + if(_current != NULL) + _current->deactivate(); + _current = this; + + // register sectortable as sector in scripting + 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"); + sq_pop(vm, 1); + + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + + try_expose(object); + } + } + + player->move(player_pos); camera->reset(player->get_pos()); + update_game_objects(); + + // Run init script + if(init_script != "") { + std::istringstream in(init_script); + run_script(in, std::string("Sector(") + name + ") - init"); + } } -Vector -Sector::get_best_spawn_point(Vector pos) +void +Sector::deactivate() { - Vector best_reset_point = Vector(-1,-1); + if(_current != this) + return; - for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); - ++i) { - if((*i)->name != "main") - continue; - if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x) - best_reset_point = (*i)->pos; + // remove sector entry from 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"); + sq_pop(vm, 1); + + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + + try_unexpose(object); } - return best_reset_point; + _current = NULL; +} + +Rect +Sector::get_active_region() +{ + return Rect( + camera->get_translation() - Vector(1600, 1200), + camera->get_translation() + Vector(1600, 1200)); } void -Sector::action(float elapsed_time) +Sector::update(float elapsed_time) { player->check_bounds(camera); - + /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { @@ -522,12 +557,11 @@ Sector::action(float elapsed_time) if(!object->is_valid()) continue; - object->action(elapsed_time); + object->update(elapsed_time); } - + /* Handle all possible collisions. */ - collision_handler(); - + handle_collisions(); update_game_objects(); } @@ -535,271 +569,638 @@ void Sector::update_game_objects() { /** cleanup marked objects */ + for(std::vector::iterator i = bullets.begin(); + i != bullets.end(); /* nothing */) { + Bullet* bullet = *i; + if(bullet->is_valid()) { + ++i; + continue; + } + + i = bullets.erase(i); + } + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); /* nothing */) { + MovingObject* moving_object = *i; + if(moving_object->is_valid()) { + ++i; + continue; + } + + i = moving_objects.erase(i); + } for(std::vector::iterator i = gameobjects.begin(); i != gameobjects.end(); /* nothing */) { - if((*i)->is_valid() == false) { - Bullet* bullet = dynamic_cast (*i); - if(bullet) { - bullets.erase( - std::remove(bullets.begin(), bullets.end(), bullet), - bullets.end()); - } -#if 0 - InteractiveObject* interactive_object = - dynamic_cast (*i); - if(interactive_object) { - interactive_objects.erase( - std::remove(interactive_objects.begin(), interactive_objects.end(), - interactive_object), interactive_objects.end()); - } -#endif - delete *i; - i = gameobjects.erase(i); - } else { + GameObject* object = *i; + + if(object->is_valid()) { ++i; + continue; } + + before_object_remove(object); + + object->unref(); + i = gameobjects.erase(i); } /* add newly created objects */ for(std::vector::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) { - Bullet* bullet = dynamic_cast (*i); - if(bullet) - bullets.push_back(bullet); -#if 0 - InteractiveObject* interactive_object - = dynamic_cast (*i); - if(interactive_object) - interactive_objects.push_back(interactive_object); -#endif + GameObject* object = *i; - gameobjects.push_back(*i); + before_object_add(object); + + gameobjects.push_back(object); } gameobjects_new.clear(); } +bool +Sector::before_object_add(GameObject* object) +{ + Bullet* bullet = dynamic_cast (object); + if(bullet) + bullets.push_back(bullet); + + MovingObject* movingobject = dynamic_cast (object); + if(movingobject) { + moving_objects.push_back(movingobject); + } + + TileMap* tilemap = dynamic_cast (object); + if(tilemap && tilemap->is_solid()) { + if(solids == 0) { + solids = tilemap; + } else { + log_warning << "Another solid tilemaps added. Ignoring" << std::endl; + } + } + + Camera* camera = dynamic_cast (object); + if(camera) { + if(this->camera != 0) { + log_warning << "Multiple cameras added. Ignoring" << std::endl; + return false; + } + this->camera = camera; + } + + Player* player = dynamic_cast (object); + if(player) { + if(this->player != 0) { + log_warning << "Multiple players added. Ignoring" << std::endl; + return false; + } + this->player = player; + } + + if(_current == this) { + try_expose(object); + } + + return true; +} + +void +Sector::try_expose(GameObject* object) +{ + ScriptInterface* interface = dynamic_cast (object); + if(interface != NULL) { + HSQUIRRELVM vm = Scripting::global_vm; + sq_pushobject(vm, sector_table); + interface->expose(vm, -1); + sq_pop(vm, 1); + } +} + +void +Sector::before_object_remove(GameObject* object) +{ + if(_current == this) + try_unexpose(object); +} + +void +Sector::try_unexpose(GameObject* object) +{ + ScriptInterface* interface = dynamic_cast (object); + if(interface != NULL) { + HSQUIRRELVM vm = Scripting::global_vm; + SQInteger oldtop = sq_gettop(vm); + sq_pushobject(vm, sector_table); + try { + interface->unexpose(vm, -1); + } catch(std::exception& e) { + log_warning << "Couldn't unregister object: " << e.what() << std::endl; + } + sq_settop(vm, oldtop); + } +} + void Sector::draw(DrawingContext& context) { context.push_transform(); context.set_translation(camera->get_translation()); - + for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { GameObject* object = *i; if(!object->is_valid()) continue; - + + if (draw_solids_only) + { + TileMap* tm = dynamic_cast(object); + if (tm && !tm->is_solid()) + continue; + } + object->draw(context); } + if(show_collrects) { + Color col(0.2, 0.2, 0.2, 0.7); + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* object = *i; + const Rect& rect = object->get_bbox(); + + context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10); + } + } + context.pop_transform(); } -void -Sector::collision_tilemap(MovingObject* object, int depth) +/*------------------------------------------------------------------------- + * Collision Detection + *-------------------------------------------------------------------------*/ + +static const float SHIFT_DELTA = 7.0f; + +/** 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, + GameObject* object = NULL, MovingObject* other = NULL) { - if(depth >= 4) { -#ifdef DEBUG - std::cout << "Max collision depth reached.\n"; -#endif - object->movement = Vector(0, 0); + if(!collision::intersects(r1, r2)) return; - } - // calculate rectangle where the object will move - float x1, x2; - if(object->get_movement().x >= 0) { - x1 = object->get_pos().x; - x2 = object->get_bbox().p2.x + object->get_movement().x; + // 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(); + + if(fabsf(movement.y) > fabsf(movement.x)) { + if(ileft < SHIFT_DELTA) { + constraints->right = std::min(constraints->right, r2.get_left()); + return; + } else if(iright < SHIFT_DELTA) { + constraints->left = std::max(constraints->left, r2.get_right()); + return; + } } else { - x1 = object->get_pos().x + object->get_movement().x; - x2 = object->get_bbox().p2.x; + // shiftout bottom/top + if(itop < SHIFT_DELTA) { + constraints->bottom = std::min(constraints->bottom, r2.get_top()); + return; + } else if(ibottom < SHIFT_DELTA) { + constraints->top = std::max(constraints->top, r2.get_bottom()); + return; + } } - float y1, y2; - if(object->get_movement().y >= 0) { - y1 = object->get_pos().y; - y2 = object->get_bbox().p2.y + object->get_movement().y; + + if(other != NULL) { + CollisionHit dummy; + HitResponse response = other->collision(*object, dummy); + if(response == PASSTHROUGH) + return; + if(other->get_movement() != Vector(0, 0)) { + // TODO what todo when we collide with 2 moving objects?!? + constraints->ground_movement = other->get_movement(); + } + } + + float vert_penetration = std::min(itop, ibottom); + 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->hit.bottom = true; + } else { + constraints->top = std::max(constraints->top, r2.get_bottom()); + constraints->hit.top = true; + } } else { - y1 = object->get_pos().y + object->get_movement().y; - y2 = object->get_bbox().p2.y; + if(ileft < iright) { + constraints->right = std::min(constraints->right, r2.get_left()); + constraints->hit.right = true; + } else { + constraints->left = std::max(constraints->left, r2.get_right()); + constraints->hit.left = true; + } } +} + +static const float DELTA = .001; + +void +Sector::collision_tilemap(collision::Constraints* constraints, + const Vector& movement, const Rect& dest) const +{ + // calculate rectangle where the object will move + float x1 = dest.get_left(); + float x2 = dest.get_right(); + float y1 = dest.get_top(); + float y2 = dest.get_bottom(); // test with all tiles in this rectangle - int starttilex = int(x1-1) / 32; - int starttiley = int(y1-1) / 32; - int max_x = int(x2+1); + int starttilex = int(x1) / 32; + int starttiley = int(y1) / 32; + int max_x = int(x2); int max_y = int(y2+1); - CollisionHit temphit, hit; - Rectangle dest = object->get_bbox(); - dest.move(object->movement); - hit.depth = -1; for(int x = starttilex; x*32 < max_x; ++x) { for(int y = starttiley; y*32 < max_y; ++y) { const Tile* tile = solids->get_tile(x, y); if(!tile) continue; - if(!(tile->attributes & Tile::SOLID)) - continue; - if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0) + // skip non-solid tiles + if((tile->getAttributes() & Tile::SOLID) == 0) 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) + continue; + } - if(tile->attributes & Tile::SLOPE) { // slope tile + if(tile->getAttributes() & Tile::SLOPE) { // slope tile AATriangle triangle; Vector p1(x*32, y*32); Vector p2((x+1)*32, (y+1)*32); - switch(tile->data) { - case 0: - triangle = AATriangle(p1, p2, AATriangle::SOUTHWEST); - break; - case 1: - triangle = AATriangle(p1, p2, AATriangle::NORTHEAST); - break; - case 2: - triangle = AATriangle(p1, p2, AATriangle::SOUTHEAST); - break; - case 3: - triangle = AATriangle(p1, p2, AATriangle::NORTHWEST); - break; - default: - printf("Invalid slope angle in tile %d !\n", tile->id); - break; - } - - if(Collision::rectangle_aatriangle(temphit, dest, object->movement, - triangle)) { - if(temphit.depth > hit.depth) - hit = temphit; - } + triangle = AATriangle(p1, p2, tile->getData()); + + collision::rectangle_aatriangle(constraints, dest, triangle); } else { // normal rectangular tile - Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32); - if(Collision::rectangle_rectangle(temphit, dest, - object->movement, rect)) { - if(temphit.depth > hit.depth) - hit = temphit; - } + Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); + check_collisions(constraints, movement, dest, rect); } } } +} - // did we collide at all? - if(hit.depth < 0) - return; - - // call collision function - HitResponse response = object->collision(*solids, hit); - if(response == ABORT_MOVE) { - object->movement = Vector(0, 0); - return; +uint32_t +Sector::collision_tile_attributes(const Rect& dest) const +{ + float x1 = dest.p1.x; + float y1 = dest.p1.y; + float x2 = dest.p2.x; + float y2 = dest.p2.y; + + // test with all tiles in this rectangle + int starttilex = int(x1) / 32; + int starttiley = int(y1) / 32; + int max_x = int(x2); + int max_y = int(y2); + + uint32_t result = 0; + for(int x = starttilex; x*32 < max_x; ++x) { + for(int y = starttiley; y*32 < max_y; ++y) { + const Tile* tile = solids->get_tile(x, y); + if(!tile) + continue; + result |= tile->getAttributes(); + } } - if(response == FORCE_MOVE) { - return; + + return result; +} + +/** fills in CollisionHit and Normal vector of 2 intersecting rectangle */ +static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit, + Vector& normal) +{ + 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 vert_penetration = std::min(itop, ibottom); + float horiz_penetration = std::min(ileft, iright); + if(vert_penetration < horiz_penetration) { + if(itop < ibottom) { + hit.bottom = true; + normal.y = vert_penetration; + } else { + hit.top = true; + normal.y = -vert_penetration; + } + } else { + if(ileft < iright) { + hit.right = true; + normal.x = horiz_penetration; + } else { + hit.left = true; + normal.x = -horiz_penetration; + } } - // move out of collision and try again - object->movement += hit.normal * (hit.depth + .001); - collision_tilemap(object, depth+1); } void -Sector::collision_object(MovingObject* object1, MovingObject* object2) +Sector::collision_object(MovingObject* object1, MovingObject* object2) const { + using namespace collision; + + const Rect& r1 = object1->dest; + const Rect& r2 = object2->dest; + CollisionHit hit; - Rectangle dest1 = object1->get_bbox(); - dest1.move(object1->get_movement()); - Rectangle dest2 = object2->get_bbox(); - dest2.move(object2->get_movement()); + if(intersects(object1->dest, object2->dest)) { + Vector normal; + get_hit_normal(r1, r2, hit, normal); - Vector movement = object1->get_movement() - object2->get_movement(); - if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) { HitResponse response1 = object1->collision(*object2, hit); - Vector hitnormal1 = hit.normal; - hit.normal *= -1; + std::swap(hit.left, hit.right); + std::swap(hit.top, hit.bottom); HitResponse response2 = object2->collision(*object1, hit); + assert( response1 != SOLID && response1 != PASSTHROUGH ); + assert( response2 != SOLID && response2 != PASSTHROUGH ); + if(response1 == CONTINUE && response2 == CONTINUE) { + normal *= (0.5 + DELTA); + object1->dest.move(-normal); + object2->dest.move(normal); + } else if (response1 == CONTINUE && response2 == FORCE_MOVE) { + normal *= (1 + DELTA); + object1->dest.move(-normal); + } else if (response1 == FORCE_MOVE && response2 == CONTINUE) { + normal *= (1 + DELTA); + object2->dest.move(normal); + } + } +} - if(response1 != CONTINUE) { - if(response1 == ABORT_MOVE) - object1->movement = Vector(0, 0); - if(response2 == CONTINUE) - object2->movement += hit.normal * (hit.depth + .1); - } else if(response2 != CONTINUE) { - if(response2 == ABORT_MOVE) - object2->movement = Vector(0, 0); - if(response1 == CONTINUE) - object1->movement += hitnormal1 * (hit.depth + .1); - } else { - object1->movement += hitnormal1 * (hit.depth/2 + 1); - object2->movement += hit.normal * (hit.depth/2 + 1); +void +Sector::collision_static(collision::Constraints* constraints, + const Vector& movement, const Rect& dest, + GameObject& object) +{ + collision_tilemap(constraints, movement, dest); + + // collision with other (static) objects + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + if(moving_object->get_group() != COLGROUP_STATIC + || !moving_object->is_valid()) + continue; + + check_collisions(constraints, movement, dest, moving_object->dest, + &object, moving_object); + } +} + +void +Sector::collision_static_constrains(MovingObject& object) +{ + using namespace collision; + + Constraints constraints; + Vector movement = object.get_movement(); + Rect& 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); + if(!constraints.has_constraints()) + break; + + // apply calculated horizontal constraints + if(constraints.bottom < INFINITY) { + float height = constraints.bottom - constraints.top; + if(height < oheight) { + // 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; + } + } + if(constraints.has_constraints()) { + if(constraints.hit.bottom) { + dest.move(constraints.ground_movement); + } + if(constraints.hit.top || constraints.hit.bottom) { + constraints.hit.left = false; + constraints.hit.right = false; + object.collision_solid(constraints.hit); + } + } + + constraints = Constraints(); + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, movement, dest, object); + if(!constraints.has_constraints()) + break; + + // apply calculated vertical constraints + if(constraints.right < INFINITY) { + float width = constraints.right - constraints.left; + if(width + SHIFT_DELTA < owidth) { + printf("Object %p crushed horizontally... L:%f R:%f\n", &object, + constraints.left, constraints.right); + CollisionHit h; + h.left = true; + h.right = true; + h.crush = true; + object.collision_solid(h); + } else { + 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; + } + } + + if(constraints.has_constraints()) { + if( constraints.hit.left || constraints.hit.right + || constraints.hit.top || constraints.hit.bottom + || constraints.hit.crush ) + object.collision_solid(constraints.hit); + } + + // 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) { + printf("Object %p crushed vertically...\n", &object); + CollisionHit h; + h.top = true; + h.bottom = true; + h.crush = true; + object.collision_solid(h); } } } void -Sector::collision_handler() +Sector::handle_collisions() { - for(std::vector::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* gameobject = *i; - if(!gameobject->is_valid() - || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET) + using namespace collision; + + // calculate destination positions of the objects + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + + moving_object->dest = moving_object->get_bbox(); + moving_object->dest.move(moving_object->get_movement()); + } + + // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap + for(MovingObjects::iterator 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_ONLY_STATIC) + || !moving_object->is_valid()) continue; - MovingObject* movingobject = dynamic_cast (gameobject); - if(!movingobject) + + collision_static_constrains(*moving_object); + } + + + // part2: COLGROUP_MOVING vs tile attributes + for(MovingObjects::iterator 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_ONLY_STATIC) + || !moving_object->is_valid()) continue; - // collision with tilemap - if(! (movingobject->movement == Vector(0, 0))) - collision_tilemap(movingobject, 0); + uint32_t tile_attributes = collision_tile_attributes(moving_object->dest); + 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) { + MovingObject* moving_object = *i; + if(moving_object->get_group() != COLGROUP_MOVING + || !moving_object->is_valid()) + continue; - // collision with other objects - for(std::vector::iterator i2 = i+1; - i2 != gameobjects.end(); ++i2) { - GameObject* other_object = *i2; - if(!other_object->is_valid() - || other_object->get_flags() & GameObject::FLAG_NO_COLLDET) + for(MovingObjects::iterator 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()) continue; - MovingObject* movingobject2 = dynamic_cast (other_object); - if(!movingobject2) + + if(intersects(moving_object->dest, moving_object_2->dest)) { + Vector normal; + CollisionHit hit; + get_hit_normal(moving_object->dest, moving_object_2->dest, + hit, normal); + moving_object->collision(*moving_object_2, hit); + moving_object_2->collision(*moving_object, hit); + } + } + } + + // part3: COLGROUP_MOVING vs COLGROUP_MOVING + for(MovingObjects::iterator 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) { + MovingObject* moving_object_2 = *i2; + if(moving_object_2->get_group() != COLGROUP_MOVING + || !moving_object_2->is_valid()) continue; - collision_object(movingobject, movingobject2); - } + collision_object(moving_object, moving_object_2); + } + } + + // apply object movement + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; - movingobject->bbox.move(movingobject->get_movement()); - movingobject->movement = Vector(0, 0); + moving_object->bbox = moving_object->dest; + moving_object->movement = Vector(0, 0); } } -void -Sector::add_score(const Vector& pos, int s) +bool +Sector::is_free_space(const Rect& rect) const { - global_stats.add_points(SCORE_STAT, s); - - add_object(new FloatingText(pos, s)); + using namespace collision; + + // test with all tiles in this rectangle + int starttilex = int(rect.p1.x) / 32; + int starttiley = int(rect.p1.y) / 32; + int max_x = int(rect.p2.x); + int max_y = int(rect.p2.y); + + for(int x = starttilex; x*32 <= max_x; ++x) { + for(int y = starttiley; y*32 <= max_y; ++y) { + const Tile* tile = solids->get_tile(x, y); + if(!tile) + continue; + if(tile->getAttributes() & Tile::SOLID) + return false; + } + } + + for(MovingObjects::const_iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + const MovingObject* moving_object = *i; + if(moving_object->get_group() != COLGROUP_STATIC + || !moving_object->is_valid()) + continue; + + if(intersects(rect, moving_object->get_bbox())) + return false; + } + + return true; } - + bool Sector::add_bullet(const Vector& pos, float xm, Direction dir) { - if(player->got_power == Player::FIRE_POWER) { - if(bullets.size() > MAX_FIRE_BULLETS-1) - return false; - } else if(player->got_power == Player::ICE_POWER) { - if(bullets.size() > MAX_ICE_BULLETS-1) - return false; - } - + // TODO remove this function and move these checks elsewhere... + Bullet* new_bullet = 0; - if(player->got_power == Player::FIRE_POWER) - new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); - else if(player->got_power == Player::ICE_POWER) - new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); - else - throw std::runtime_error("wrong bullet type."); + if((int)bullets.size() >= player_status->max_fire_bullets) + return false; + new_bullet = new Bullet(pos, xm, dir); add_object(new_bullet); - SoundManager::get()->play_sound(IDToSound(SND_SHOOT)); + sound_manager->play("sounds/shoot.wav"); return true; } @@ -812,55 +1213,26 @@ Sector::add_smoke_cloud(const Vector& pos) } void -Sector::add_floating_text(const Vector& pos, const std::string& text) -{ - add_object(new FloatingText(pos, text)); -} - -void -Sector::load_music() -{ - char* song_path; - char* song_subtitle; - - level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title); - - song_path = (char *) malloc(sizeof(char) * datadir.length() + - strlen(song_title.c_str()) + 8 + 5); - song_subtitle = strdup(song_title.c_str()); - strcpy(strstr(song_subtitle, "."), "\0"); - sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(), - song_subtitle, strstr(song_title.c_str(), ".")); - if(!SoundManager::get()->exists_music(song_path)) { - level_song_fast = level_song; - } else { - level_song_fast = SoundManager::get()->load_music(song_path); - } - free(song_subtitle); - free(song_path); -} - -void -Sector::play_music(int type) +Sector::play_music(MusicType type) { currentmusic = type; switch(currentmusic) { - case HURRYUP_MUSIC: - SoundManager::get()->play_music(level_song_fast); - break; case LEVEL_MUSIC: - SoundManager::get()->play_music(level_song); + sound_manager->play_music(music); break; case HERRING_MUSIC: - SoundManager::get()->play_music(herring_song); + sound_manager->play_music("music/salcon.ogg"); + break; + case HERRING_WARNING_MUSIC: + sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING); break; default: - SoundManager::get()->halt_music(); + sound_manager->play_music(""); break; } } -int +MusicType Sector::get_music_type() { return currentmusic; @@ -870,23 +1242,22 @@ int Sector::get_total_badguys() { int total_badguys = 0; -#if 0 - for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) - { + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { BadGuy* badguy = dynamic_cast (*i); - if(badguy) + if (badguy && badguy->countMe) total_badguys++; - } -#endif + } + return total_badguys; } bool -Sector::inside(const Rectangle& rect) const +Sector::inside(const Rect& rect) const { if(rect.p1.x > solids->get_width() * 32 || rect.p1.y > solids->get_height() * 32 - || rect.p2.x < 0 || rect.p2.y < 0) + || rect.p2.x < 0) return false; return true;