X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsector.cpp;h=625a00b42bae6ff16756daf3f4d5c0f2bae26a6d;hb=20b1c27dacf592c4f82fa8772d135ca9b7375d45;hp=506ff4b08ac4d6cfcb65a54b78a9537e7f3dca70;hpb=c0c4838b917943354c150d56ab970ca249267037;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 506ff4b08..625a00b42 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 @@ -26,9 +26,12 @@ #include #include #include +#include +#include +#include #include "sector.hpp" -#include "player_status.hpp" +#include "object/player.hpp" #include "object/gameobjs.hpp" #include "object/camera.hpp" #include "object/background.hpp" @@ -45,8 +48,6 @@ #include "game_session.hpp" #include "resources.hpp" #include "statistics.hpp" -#include "collision_grid.hpp" -#include "collision_grid_iterator.hpp" #include "object_factory.hpp" #include "collision.hpp" #include "spawn_point.hpp" @@ -55,63 +56,74 @@ #include "object/coin.hpp" #include "object/block.hpp" #include "object/invisible_block.hpp" +#include "object/light.hpp" +#include "object/pulsing_light.hpp" #include "object/bullet.hpp" #include "object/text_object.hpp" +#include "object/portable.hpp" #include "badguy/jumpy.hpp" #include "trigger/sequence_trigger.hpp" #include "player_status.hpp" -#include "script_manager.hpp" -#include "scripting/wrapper_util.hpp" +#include "scripting/squirrel_util.hpp" #include "script_interface.hpp" #include "log.hpp" +#include "main.hpp" +#include "level.hpp" Sector* Sector::_current = 0; bool Sector::show_collrects = false; +bool Sector::draw_solids_only = false; -Sector::Sector() - : currentmusic(LEVEL_MUSIC), gravity(10), - player(0), solids(0), camera(0) +Sector::Sector(Level* parent) + : level(parent), currentmusic(LEVEL_MUSIC), + ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10.0), player(0), camera(0) { - add_object(new Player(player_status)); - add_object(new DisplayEffect()); - add_object(new TextObject()); - -#ifdef USE_GRID - grid.reset(new CollisionGrid(32000, 32000)); -#endif + add_object(new Player(player_status, "Tux")); + add_object(new DisplayEffect("Effect")); + add_object(new TextObject("Text")); - script_manager.reset(new ScriptManager(ScriptManager::instance)); + sound_manager->preload("sounds/shoot.wav"); // create a new squirrel table for the sector - HSQUIRRELVM vm = ScriptManager::instance->get_vm(); - - sq_newtable(vm); - sq_pushroottable(vm); - if(SQ_FAILED(sq_setdelegate(vm, -2))) - throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate"); + 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(vm, -1, §or_table))) - throw Scripting::SquirrelError(vm, "Couldn't get sector table"); - sq_addref(vm, §or_table); - sq_pop(vm, 1); + 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() { + using namespace Scripting; + deactivate(); - - script_manager.reset(NULL); - sq_release(ScriptManager::instance->get_vm(), §or_table); - + + 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) { - before_object_remove(*i); - delete *i; + 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(); @@ -119,11 +131,17 @@ Sector::~Sector() delete *i; } +Level* +Sector::get_level() +{ + return level; +} + GameObject* Sector::parse_object(const std::string& name, const lisp::Lisp& reader) { if(name == "camera") { - Camera* camera = new Camera(this); + Camera* camera = new Camera(this, "Camera"); camera->parse(reader); return camera; } else if(name == "particles-snow") { @@ -148,20 +166,21 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader) return partsys; } else if(name == "money") { // for compatibility with old maps return new Jumpy(reader); - } + } try { return create_object(name, reader); } catch(std::exception& e) { log_warning << e.what() << "" << std::endl; } - + return 0; } void Sector::parse(const lisp::Lisp& sector) -{ +{ + bool has_background = false; lisp::ListIterator iter(§or); while(iter.next()) { const std::string& token = iter.item(); @@ -176,24 +195,42 @@ Sector::parse(const lisp::Lisp& sector) spawnpoints.push_back(sp); } else if(token == "init-script") { iter.value()->get(init_script); + } else if(token == "ambient-light") { + std::vector vColor; + sector.get_vector( "ambient-light", vColor ); + if(vColor.size() < 3) { + log_warning << "(ambient-light) requires a color as argument" << std::endl; + } else { + ambient_light = Color( vColor ); + } } else { GameObject* object = parse_object(token, *(iter.lisp())); if(object) { + if(dynamic_cast(object)) { + has_background = true; + } else if(dynamic_cast(object)) { + has_background = true; + } add_object(object); } } } + if(!has_background) { + Gradient* gradient = new Gradient(); + gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1)); + add_object(gradient); + } + update_game_objects(); - if(!solids) - throw std::runtime_error("sector does not contain a solid tile layer."); + 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)); + add_object(new Camera(this, "Camera")); } update_game_objects(); @@ -206,7 +243,17 @@ Sector::parse_old_format(const lisp::Lisp& reader) reader.get("gravity", gravity); std::string backgroundimage; - reader.get("background", backgroundimage); + if (reader.get("background", backgroundimage) && (backgroundimage != "")) { + if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg"; + if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg"; + if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg"; + backgroundimage = "images/background/" + backgroundimage; + if (!PHYSFS_exists(backgroundimage.c_str())) { + log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl; + backgroundimage = ""; + } + } + float bgspeed = .5; reader.get("bkgd_speed", bgspeed); bgspeed /= 100; @@ -219,18 +266,17 @@ Sector::parse_old_format(const lisp::Lisp& reader) 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.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* background = new Background(); - background->set_image( - std::string("images/background/") + backgroundimage, bgspeed); + background->set_image(backgroundimage, bgspeed); add_object(background); } else { Gradient* gradient = new Gradient(); @@ -257,30 +303,49 @@ Sector::parse_old_format(const lisp::Lisp& reader) spawnpoints.push_back(spawn); music = "chipdisko.ogg"; + // skip reading music filename. It's all .ogg now, anyway + /* reader.get("music", music); + */ music = "music/" + music; int width = 30, height = 15; reader.get("width", width); reader.get("height", height); - + std::vector tiles; if(reader.get_vector("interactive-tm", tiles) || reader.get_vector("tilemap", tiles)) { - TileMap* tilemap = new TileMap(); + TileMap* tilemap = new TileMap(level->get_tileset()); tilemap->set(width, height, tiles, LAYER_TILES, true); + + // replace tile id 112 (old invisible tile) with 1311 (new invisible tile) + for(size_t x=0; x < tilemap->get_width(); ++x) { + for(size_t y=0; y < tilemap->get_height(); ++y) { + uint32_t id = tilemap->get_tile_id(x, y); + if(id == 112) + tilemap->change(x, y, 1311); + } + } + + if (height < 19) tilemap->resize(width, 19); add_object(tilemap); } if(reader.get_vector("background-tm", tiles)) { - TileMap* tilemap = new TileMap(); + TileMap* tilemap = new 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_vector("foreground-tm", tiles)) { - TileMap* tilemap = new TileMap(); + TileMap* tilemap = new TileMap(level->get_tileset()); tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false); + + // fill additional space in foreground with tiles of ID 2035 (lightmap/black) + if (height < 19) tilemap->resize(width, 19, 2035); + add_object(tilemap); } @@ -319,13 +384,12 @@ Sector::parse_old_format(const lisp::Lisp& reader) } // add a camera - Camera* camera = new Camera(this); + Camera* camera = new Camera(this, "Camera"); add_object(camera); update_game_objects(); - if(solids == 0) - throw std::runtime_error("sector does not contain a solid tile layer."); + if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; fix_old_tiles(); update_game_objects(); @@ -334,31 +398,66 @@ Sector::parse_old_format(const lisp::Lisp& reader) void Sector::fix_old_tiles() { - // hack for now... - for(size_t x=0; x < solids->get_width(); ++x) { - for(size_t y=0; y < solids->get_height(); ++y) { - const Tile* tile = solids->get_tile(x, y); - Vector pos(x*32, y*32); - - if(tile->getID() == 112) { - add_object(new InvisibleBlock(pos)); - solids->change(x, y, 0); - } else if(tile->getAttributes() & Tile::COIN) { - add_object(new Coin(pos)); - solids->change(x, y, 0); - } else if(tile->getAttributes() & Tile::FULLBOX) { - add_object(new BonusBlock(pos, tile->getData())); - solids->change(x, y, 0); - } else if(tile->getAttributes() & Tile::BRICK) { - add_object(new Brick(pos, tile->getData())); - 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)); - solids->change(x, y, 0); + for(std::list::iterator 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); + + if(id == 112) { + add_object(new InvisibleBlock(pos)); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::COIN) { + add_object(new Coin(pos)); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::FULLBOX) { + add_object(new BonusBlock(pos, tile->getData())); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::BRICK) { + add_object(new Brick(pos, tile->getData())); + 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)); + solids->change(x, y, 0); + } } } } + + // add lights for special tiles + for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) { + TileMap* tm = dynamic_cast(*i); + 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); + + // 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))); + } + // lava or lavaflow + if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) { + // space lights a bit + if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y)) + && (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))); + } + } + + } + } + } + + } void @@ -391,14 +490,33 @@ Sector::write(lisp::Writer& writer) HSQUIRRELVM Sector::run_script(std::istream& in, const std::string& sourcename) { - // create new thread and keep a weakref - HSQUIRRELVM vm = script_manager->create_thread(); + using namespace Scripting; + + // garbage collect thread list + for(ScriptList::iterator i = scripts.begin(); + i != scripts.end(); ) { + HSQOBJECT& object = *i; + HSQUIRRELVM vm = object_to_vm(object); + + if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) { + sq_release(global_vm, &object); + i = scripts.erase(i); + continue; + } + + ++i; + } + + 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); - Scripting::compile_and_run(vm, in, sourcename); + compile_and_run(vm, in, sourcename); return vm; } @@ -422,6 +540,7 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } @@ -435,7 +554,7 @@ Sector::activate(const std::string& spawnpoint) sp = *i; break; } - } + } if(!sp) { log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl; if(spawnpoint != "main") { @@ -456,8 +575,8 @@ Sector::activate(const Vector& player_pos) _current->deactivate(); _current = this; - // register sectortable as current_sector in scripting - HSQUIRRELVM vm = ScriptManager::instance->get_vm(); + // register sectortable as sector in scripting + HSQUIRRELVM vm = Scripting::global_vm; sq_pushroottable(vm); sq_pushstring(vm, "sector", -1); sq_pushobject(vm, sector_table); @@ -472,8 +591,23 @@ Sector::activate(const Vector& player_pos) 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); + } - player->move(player_pos); camera->reset(player->get_pos()); update_game_objects(); @@ -491,20 +625,21 @@ Sector::deactivate() return; // remove sector entry from global vm - HSQUIRRELVM vm = ScriptManager::instance->get_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); } + try_unexpose_me(); _current = NULL; } @@ -513,36 +648,24 @@ Sector::get_active_region() { return Rect( camera->get_translation() - Vector(1600, 1200), - camera->get_translation() + Vector(1600, 1200)); + camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT)); } void Sector::update(float elapsed_time) { - script_manager->update(); - player->check_bounds(camera); -#if 0 - CollisionGridIterator iter(*grid, get_active_region()); - while(MovingObject* object = iter.next()) { - if(!object->is_valid()) - continue; - - object->update(elapsed_time); - } -#else /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { GameObject* object = *i; if(!object->is_valid()) continue; - + object->update(elapsed_time); } -#endif - + /* Handle all possible collisions. */ handle_collisions(); update_game_objects(); @@ -552,42 +675,18 @@ 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; - } - -#ifdef USE_GRID - grid->remove_object(moving_object); -#endif - - i = moving_objects.erase(i); - } for(std::vector::iterator i = gameobjects.begin(); i != gameobjects.end(); /* nothing */) { GameObject* object = *i; - + if(object->is_valid()) { ++i; continue; } before_object_remove(object); - - delete *i; + + object->unref(); i = gameobjects.erase(i); } @@ -598,38 +697,49 @@ Sector::update_game_objects() GameObject* object = *i; before_object_add(object); - + gameobjects.push_back(object); } gameobjects_new.clear(); + + /* update solid_tilemaps list */ + //FIXME: this could be more efficient + solid_tilemaps.clear(); + for(std::vector::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) + { + TileMap* tm = dynamic_cast(*i); + if (!tm) continue; + if (tm->is_solid()) solid_tilemaps.push_back(tm); + } + } bool Sector::before_object_add(GameObject* object) { Bullet* bullet = dynamic_cast (object); - if(bullet) + if(bullet != NULL) { bullets.push_back(bullet); + } MovingObject* movingobject = dynamic_cast (object); - if(movingobject) { + if(movingobject != NULL) { moving_objects.push_back(movingobject); -#ifdef USE_GRID - grid->add_object(movingobject); -#endif } - + + Portable* portable = dynamic_cast (object); + if(portable != NULL) { + portables.push_back(portable); + } + 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; - } + if(tilemap != NULL && tilemap->is_solid()) { + solid_tilemaps.push_back(tilemap); } Camera* camera = dynamic_cast (object); - if(camera) { + if(camera != NULL) { if(this->camera != 0) { log_warning << "Multiple cameras added. Ignoring" << std::endl; return false; @@ -638,7 +748,7 @@ Sector::before_object_add(GameObject* object) } Player* player = dynamic_cast (object); - if(player) { + if(player != NULL) { if(this->player != 0) { log_warning << "Multiple players added. Ignoring" << std::endl; return false; @@ -646,10 +756,17 @@ Sector::before_object_add(GameObject* object) this->player = player; } + UsesPhysic *physic_object = dynamic_cast(object); + if(physic_object) + { + physic_object->physic.set_gravity(gravity); + } + + if(_current == this) { try_expose(object); } - + return true; } @@ -658,7 +775,7 @@ Sector::try_expose(GameObject* object) { ScriptInterface* interface = dynamic_cast (object); if(interface != NULL) { - HSQUIRRELVM vm = script_manager->get_vm(); + HSQUIRRELVM vm = Scripting::global_vm; sq_pushobject(vm, sector_table); interface->expose(vm, -1); sq_pop(vm, 1); @@ -666,8 +783,32 @@ Sector::try_expose(GameObject* object) } void +Sector::try_expose_me() +{ + HSQUIRRELVM vm = Scripting::global_vm; + sq_pushobject(vm, sector_table); + Scripting::SSector* interface = static_cast (this); + expose_object(vm, -1, interface, "settings", false); + sq_pop(vm, 1); +} + +void Sector::before_object_remove(GameObject* object) { + Portable* portable = dynamic_cast (object); + if(portable != NULL) { + portables.erase(std::find(portables.begin(), portables.end(), portable)); + } + Bullet* bullet = dynamic_cast (object); + if(bullet != NULL) { + bullets.erase(std::find(bullets.begin(), bullets.end(), bullet)); + } + MovingObject* moving_object = dynamic_cast (object); + if(moving_object != NULL) { + moving_objects.erase( + std::find(moving_objects.begin(), moving_objects.end(), moving_object)); + } + if(_current == this) try_unexpose(object); } @@ -677,8 +818,8 @@ Sector::try_unexpose(GameObject* object) { ScriptInterface* interface = dynamic_cast (object); if(interface != NULL) { - HSQUIRRELVM vm = script_manager->get_vm(); - int oldtop = sq_gettop(vm); + HSQUIRRELVM vm = Scripting::global_vm; + SQInteger oldtop = sq_gettop(vm); sq_pushobject(vm, sector_table); try { interface->unexpose(vm, -1); @@ -687,25 +828,46 @@ Sector::try_unexpose(GameObject* object) } sq_settop(vm, oldtop); } -} +} void +Sector::try_unexpose_me() +{ + HSQUIRRELVM vm = Scripting::global_vm; + SQInteger oldtop = sq_gettop(vm); + sq_pushobject(vm, sector_table); + try { + Scripting::unexpose_object(vm, -1, "settings"); + } catch(std::exception& e) { + log_warning << "Couldn't unregister object: " << e.what() << std::endl; + } + sq_settop(vm, oldtop); +} +void Sector::draw(DrawingContext& context) { + context.set_ambient_color( ambient_light ); context.push_transform(); context.set_translation(camera->get_translation()); for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { - GameObject* object = *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); + Color col(0.2f, 0.2f, 0.2f, 0.7f); for(MovingObjects::iterator i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* object = *i; @@ -718,11 +880,90 @@ Sector::draw(DrawingContext& context) context.pop_transform(); } -static const float DELTA = .001; +/*------------------------------------------------------------------------- + * 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, const Vector& addl_ground_movement = Vector(0,0)) +{ + if(!collision::intersects(r1, r2)) + return; + + MovingObject *moving_object = dynamic_cast (object); + CollisionHit dummy; + if(other != NULL && !other->collides(*object, dummy)) + return; + if(moving_object != NULL && !moving_object->collides(*other, dummy)) + 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(); + + 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 { + // 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; + } + } + + constraints->ground_movement += addl_ground_movement; + if(other != NULL) { + 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 { + 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 = .001f; void -Sector::collision_tilemap(const Rect& dest, const Vector& movement, - CollisionHit& hit) const +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(); @@ -730,47 +971,41 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, float y1 = dest.get_top(); float y2 = dest.get_bottom(); - // test with all tiles in this rectangle - int starttilex = int(x1) / 32; - int starttiley = int(y1) / 32; - int max_x = int(x2 + (1 - DELTA)); - int max_y = int(y2 + (1 - DELTA)); - - CollisionHit temphit; - 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; - // skip non-solid tiles - if(tile->getAttributes() == 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_top() - movement.y > y*32) - continue; - } - - if(tile->getAttributes() & Tile::SLOPE) { // slope tile - AATriangle triangle; - Vector p1(x*32, y*32); - Vector p2((x+1)*32, (y+1)*32); - triangle = AATriangle(p1, p2, tile->getData()); - - if(Collision::rectangle_aatriangle(temphit, dest, movement, - triangle)) { - if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { - hit = temphit; - } - } - } else { // normal rectangular tile - Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); - if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) { - if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { - hit = temphit; - } - } + for(std::list::const_iterator 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()); + + 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; + // 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->getAttributes() & Tile::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()); + + collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement()); + } else { // normal rectangular tile + Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset()); + check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement()); + } } } } @@ -779,210 +1014,269 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, uint32_t Sector::collision_tile_attributes(const Rect& dest) const { - /** XXX This function doesn't work correctly as it will check all tiles - * in the bounding box of the object movement, this might include tiles - * that have actually never been touched by the object - * (though this only occures for very fast objects...) - */ - -#if 0 - // calculate rectangle where the object will move - float x1, x2; - if(object->get_movement().x >= 0) { - x1 = object->get_bbox().p1.x; - x2 = object->get_bbox().p2.x + object->get_movement().x; - } else { - x1 = object->get_bbox().p1.x + object->get_movement().x; - x2 = object->get_bbox().p2.x; - } - float y1, y2; - if(object->get_movement().y >= 0) { - y1 = object->get_bbox().p1.y; - y2 = object->get_bbox().p2.y + object->get_movement().y; - } else { - y1 = object->get_bbox().p1.y + object->get_movement().y; - y2 = object->get_bbox().p2.y; - } -#endif 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(); + for(std::list::const_iterator 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()); + + 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(); + } } } 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; + } + } +} + void Sector::collision_object(MovingObject* object1, MovingObject* object2) const { + using namespace collision; + + const Rect& r1 = object1->dest; + const Rect& r2 = object2->dest; + CollisionHit hit; + if(intersects(object1->dest, object2->dest)) { + Vector normal; + get_hit_normal(r1, r2, hit, normal); + + if(!object1->collides(*object2, hit)) + return; + std::swap(hit.left, hit.right); + std::swap(hit.top, hit.bottom); + if(!object2->collides(*object1, hit)) + return; + std::swap(hit.left, hit.right); + std::swap(hit.top, hit.bottom); - Vector movement = object1->get_movement() - object2->get_movement(); - if(Collision::rectangle_rectangle(hit, object1->dest, movement, object2->dest)) { HitResponse response1 = object1->collision(*object2, hit); - hit.normal *= -1; + std::swap(hit.left, hit.right); + std::swap(hit.top, hit.bottom); HitResponse response2 = object2->collision(*object1, hit); - - if(response1 != CONTINUE) { - if(response1 == ABORT_MOVE) - object1->dest = object1->get_bbox(); - if(response2 == CONTINUE) - object2->dest.move(hit.normal * (hit.depth + DELTA)); - } else if(response2 != CONTINUE) { - if(response2 == ABORT_MOVE) - object2->dest = object2->get_bbox(); - if(response1 == CONTINUE) - object1->dest.move(-hit.normal * (hit.depth + DELTA)); - } else { - object1->dest.move(-hit.normal * (hit.depth/2 + DELTA)); - object2->dest.move(hit.normal * (hit.depth/2 + DELTA)); + 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); } } } -bool -Sector::collision_static(MovingObject* object, const Vector& movement) +void +Sector::collision_static(collision::Constraints* constraints, + const Vector& movement, const Rect& dest, + GameObject& object) { - GameObject* collided_with = solids; - CollisionHit hit; - hit.time = -1; - - collision_tilemap(object->dest, movement, hit); + collision_tilemap(constraints, movement, dest); // collision with other (static) objects - CollisionHit temphit; - for(MovingObjects::iterator i2 = moving_objects.begin(); - i2 != moving_objects.end(); ++i2) { - MovingObject* moving_object_2 = *i2; - if(moving_object_2->get_group() != COLGROUP_STATIC - || !moving_object_2->is_valid()) + 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->get_group() != COLGROUP_MOVING_STATIC) + continue; + if(!moving_object->is_valid()) continue; - - Rect dest = moving_object_2->dest; - Vector rel_movement - = movement - moving_object_2->get_movement(); + if(moving_object != &object) + check_collisions(constraints, movement, dest, moving_object->bbox, + &object, moving_object); + } +} + +void +Sector::collision_static_constrains(MovingObject& object) +{ + using namespace collision; + float infinity = (std::numeric_limits::has_infinity ? std::numeric_limits::infinity() : std::numeric_limits::max()); + + 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; - if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest) - && temphit.time > hit.time) { - hit = temphit; - collided_with = moving_object_2; + // 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); } } - if(hit.time < 0) - return true; + constraints = Constraints(); + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, movement, dest, object); + if(!constraints.has_constraints()) + break; - HitResponse response = object->collision(*collided_with, hit); - hit.normal *= -1; - if(collided_with != solids) { - MovingObject* moving_object = (MovingObject*) collided_with; - HitResponse other_response = moving_object->collision(*object, hit); - if(other_response == ABORT_MOVE) { - moving_object->dest = moving_object->get_bbox(); - } else if(other_response == FORCE_MOVE) { - // the static object "wins" move tux out of the collision - object->dest.move(-hit.normal * (hit.depth + DELTA)); - return false; - } else if(other_response == PASS_MOVEMENT) { - object->dest.move(moving_object->get_movement()); - //object->movement += moving_object->get_movement(); + // apply calculated vertical constraints + if(constraints.right < infinity) { + float width = constraints.right - constraints.left; + if(width + SHIFT_DELTA < owidth) { +#if 0 + printf("Object %p crushed horizontally... L:%f R:%f\n", &object, + constraints.left, constraints.right); +#endif + 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(response == CONTINUE) { - object->dest.move(-hit.normal * (hit.depth + DELTA)); - return false; - } else if(response == ABORT_MOVE) { - object->dest = object->get_bbox(); - return true; + 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); } - - // force move - return false; + + // 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 0 + printf("Object %p crushed vertically...\n", &object); +#endif + CollisionHit h; + h.top = true; + h.bottom = true; + h.crush = true; + object.collision_solid(h); + } + } +} + +namespace { + const float MAX_SPEED = 16.0f; } void Sector::handle_collisions() { + 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; + Vector mov = moving_object->get_movement(); + + // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before. + if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) { + moving_object->movement = mov.unit() * MAX_SPEED; + //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl; + } moving_object->dest = moving_object->get_bbox(); moving_object->dest.move(moving_object->get_movement()); } - + // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap - // we do this up to 4 times and have to sort all results for the smallest - // one before we can continue here 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_STATIC && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC) || !moving_object->is_valid()) continue; - Vector movement = moving_object->get_movement(); - - // test if x or y movement is dominant - if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) { - - // test in x direction first, then y direction - moving_object->dest.move(Vector(0, -movement.y)); - for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, Vector(movement.x, 0)); - if(res) - break; - } - moving_object->dest.move(Vector(0, movement.y)); - for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, Vector(0, movement.y)); - if(res) - break; - } - - } else { - - // test in y direction first, then x direction - moving_object->dest.move(Vector(-movement.x, 0)); - for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, Vector(0, movement.y)); - if(res) - break; - } - moving_object->dest.move(Vector(movement.x, 0)); - for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, Vector(movement.x, 0)); - if(res) - break; - } - } + 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_STATIC && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC) || !moving_object->is_valid()) continue; @@ -997,7 +1291,8 @@ Sector::handle_collisions() for(MovingObjects::iterator i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* moving_object = *i; - if(moving_object->get_group() != COLGROUP_MOVING + if((moving_object->get_group() != COLGROUP_MOVING + && moving_object->get_group() != COLGROUP_MOVING_STATIC) || !moving_object->is_valid()) continue; @@ -1008,8 +1303,20 @@ Sector::handle_collisions() || !moving_object_2->is_valid()) continue; - collision_object(moving_object, moving_object_2); - } + 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); + if(!moving_object->collides(*moving_object_2, hit)) + continue; + if(!moving_object_2->collides(*moving_object, hit)) + continue; + + moving_object->collision(*moving_object_2, hit); + moving_object_2->collision(*moving_object, hit); + } + } } // part3: COLGROUP_MOVING vs COLGROUP_MOVING @@ -1017,19 +1324,21 @@ Sector::handle_collisions() i != moving_objects.end(); ++i) { MovingObject* moving_object = *i; - if(moving_object->get_group() != COLGROUP_MOVING + if((moving_object->get_group() != COLGROUP_MOVING + && moving_object->get_group() != COLGROUP_MOVING_STATIC) || !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 + if((moving_object_2->get_group() != COLGROUP_MOVING + && moving_object_2->get_group() != COLGROUP_MOVING_STATIC) || !moving_object_2->is_valid()) continue; collision_object(moving_object, moving_object_2); - } + } } // apply object movement @@ -1043,33 +1352,77 @@ Sector::handle_collisions() } bool -Sector::is_free_space(const Rect& rect) const +Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const { - // 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; + using namespace collision; + + for(std::list::const_iterator 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()); + + 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::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()); + Constraints constraints; + return collision::rectangle_aatriangle(&constraints, rect, triangle); + } + if((tile->getAttributes() & Tile::SOLID) && !ignoreUnisolid) return false; + if((tile->getAttributes() & Tile::SOLID) && !(tile->getAttributes() & Tile::UNISOLID)) return false; + } } } + return true; +} + +bool +Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const +{ + using namespace collision; + + if (!is_free_of_tiles(rect, ignoreUnisolid)) 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 (moving_object == ignore_object) continue; + if (!moving_object->is_valid()) continue; + if (moving_object->get_group() == COLGROUP_STATIC) { + if(intersects(rect, moving_object->get_bbox())) return false; + } + } - if(Collision::intersects(rect, moving_object->get_bbox())) - return false; + return true; +} + +bool +Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const +{ + using namespace collision; + + if (!is_free_of_tiles(rect)) return false; + + for(MovingObjects::const_iterator 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 ((moving_object->get_group() == COLGROUP_MOVING) + || (moving_object->get_group() == COLGROUP_MOVING_STATIC) + || (moving_object->get_group() == COLGROUP_STATIC)) { + if(intersects(rect, moving_object->get_bbox())) return false; + } } return true; @@ -1079,21 +1432,14 @@ bool Sector::add_bullet(const Vector& pos, float xm, Direction dir) { // TODO remove this function and move these checks elsewhere... - static const size_t MAX_FIRE_BULLETS = 2; - static const size_t MAX_ICE_BULLETS = 1; Bullet* new_bullet = 0; - if(player_status->bonus == FIRE_BONUS) { - if(bullets.size() > MAX_FIRE_BULLETS-1) - return false; - new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); - } else if(player_status->bonus == ICE_BONUS) { - if(bullets.size() > MAX_ICE_BULLETS-1) - return false; - new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); - } else { + 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); add_object(new_bullet); sound_manager->play("sounds/shoot.wav"); @@ -1109,12 +1455,6 @@ 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::play_music(MusicType type) { currentmusic = type; @@ -1123,7 +1463,7 @@ Sector::play_music(MusicType type) sound_manager->play_music(music); break; case HERRING_MUSIC: - sound_manager->play_music("music/salcon.ogg"); + sound_manager->play_music("music/invincible.ogg"); break; case HERRING_WARNING_MUSIC: sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING); @@ -1157,10 +1497,98 @@ Sector::get_total_badguys() bool 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) - return false; + for(std::list::const_iterator 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()); - return true; + if (horizontally && vertically) + return true; + } + return false; } + +float +Sector::get_width() const +{ + float width = 0; + for(std::list::const_iterator 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(); + } + } + + return width; +} + +float +Sector::get_height() const +{ + float height = 0; + for(std::list::const_iterator 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(); + } + } + + return height; +} + +void +Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id) +{ + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + solids->change_all(old_tile_id, new_tile_id); + } +} + + +void +Sector::set_ambient_light(float red, float green, float blue) +{ + ambient_light.red = red; + ambient_light.green = green; + ambient_light.blue = blue; +} + +float +Sector::get_ambient_red() +{ + return ambient_light.red; +} + +float +Sector::get_ambient_green() +{ + return ambient_light.green; +} + +float +Sector::get_ambient_blue() +{ + return ambient_light.blue; +} + +void +Sector::set_gravity(float gravity) +{ + log_warning << "Changing a Sector's gravitational constant might have unforseen side-effects" << std::endl; + + this->gravity = gravity; + + for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObject* game_object = *i; + if(!game_object) continue; + if(!game_object->is_valid()) continue; + UsesPhysic *physics_object = dynamic_cast(game_object); + if (!physics_object) continue; + + physics_object->physic.set_gravity(gravity); + } +} +