X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsector.cpp;h=80f76c83eb34a67ff6eaae5af8bf94f136e38771;hb=ebda3ab7ce3e30d8225228ffe8df3316b4f73645;hp=52f154b858fa3bcb3f893fc54108af187b2bb970;hpb=e4d4375bf4b6802321d956f5f3886320b7275cf0;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 52f154b85..80f76c83e 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -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 @@ -24,52 +23,67 @@ #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 "player_status.h" +#include "object/gameobjs.h" +#include "object/camera.h" +#include "object/background.h" +#include "object/particlesystem.h" +#include "object/tilemap.h" +#include "lisp/parser.h" +#include "lisp/lisp.h" +#include "lisp/writer.h" +#include "lisp/list_iterator.h" #include "tile.h" -#include "tilemap.h" #include "audio/sound_manager.h" -#include "gameloop.h" +#include "game_session.h" #include "resources.h" #include "statistics.h" -#include "special/collision.h" -#include "math/rectangle.h" +#include "collision_grid.h" +#include "collision_grid_iterator.h" +#include "object_factory.h" +#include "collision.h" +#include "math/rect.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 "object/text_object.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 "badguy/spike.h" #include "trigger/sequence_trigger.h" -#include "trigger/secretarea_trigger.h" +#include "player_status.h" +#include "scripting/script_interpreter.h" +#include "scripting/sound.h" +#include "scripting/scripted_object.h" +#include "scripting/text.h" + +//#define USE_GRID Sector* Sector::_current = 0; Sector::Sector() - : gravity(10), player(0), solids(0), background(0), camera(0), + : gravity(10), player(0), solids(0), camera(0), currentmusic(LEVEL_MUSIC) { song_title = "Mortimers_chipdisko.mod"; - player = new Player(); + player = new Player(&player_status); add_object(player); + + grid = new CollisionGrid(32000, 32000); } Sector::~Sector() { + update_game_objects(); + assert(gameobjects_new.size() == 0); + + delete grid; + for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { delete *i; @@ -83,181 +97,136 @@ Sector::~Sector() _current = 0; } -Sector *Sector::create(const std::string& name, size_t width, size_t height) -{ - 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; -} - GameObject* -Sector::parseObject(const std::string& name, LispReader& reader) +Sector::parse_object(const std::string& name, const lisp::Lisp& 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); + 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-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) { + std::cerr << e.what() << "\n"; + } + return 0; } void -Sector::parse(LispReader& lispreader) +Sector::parse(const lisp::Lisp& sector) { _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))); - + 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); + iter.value()->get(song_title); load_music(); - } else if(token == "spawn-points") { + } else if(token == "spawnpoint") { + const lisp::Lisp* spawnpoint_lisp = iter.lisp(); + SpawnPoint* sp = new SpawnPoint; - reader.read_string("name", sp->name); - reader.read_float("x", sp->pos.x); - reader.read_float("y", sp->pos.y); + spawnpoint_lisp->get("name", sp->name); + spawnpoint_lisp->get("x", sp->pos.x); + spawnpoint_lisp->get("y", sp->pos.y); 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); } } } + update_game_objects(); + fix_old_tiles(); if(!camera) { std::cerr << "sector '" << name << "' does not contain a camera.\n"; - camera = new Camera(this); - add_object(camera); + update_game_objects(); + add_object(new Camera(this)); } if(!solids) throw std::runtime_error("sector does not contain a solid tile layer."); + + 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); + reader.get("bkgd_red_top", r); + reader.get("bkgd_green_top", g); + reader.get("bkgd_blue_top", b); bkgd_top.red = r; bkgd_top.green = g; bkgd_top.blue = b; - reader.read_int("bkgd_red_bottom", r); - reader.read_int("bkgd_green_bottom", g); - reader.read_int("bkgd_blue_bottom", b); + reader.get("bkgd_red_bottom", r); + reader.get("bkgd_green_bottom", g); + reader.get("bkgd_blue_bottom", b); bkgd_bottom.red = r; bkgd_bottom.green = g; bkgd_bottom.blue = b; if(backgroundimage != "") { - background = new Background; + Background* background = new Background; background->set_image(backgroundimage, bgspeed); add_object(background); } else { - background = new Background; + Background* background = new Background; background->set_gradient(bkgd_top, bkgd_bottom); add_object(background); } 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; @@ -265,83 +234,76 @@ Sector::parse_old_format(LispReader& reader) spawnpoints.push_back(spawn); song_title = "Mortimers_chipdisko.mod"; - reader.read_string("music", song_title); + reader.get("music", song_title); load_music(); int width, height = 15; - reader.read_int("width", width); - reader.read_int("height", height); + 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 { + std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n"; } } } // 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 { + std::cerr << "Unknown object '" << iter.item() << "' in level.\n"; } } } // add a camera - camera = new Camera(this); + Camera* camera = new Camera(this); add_object(camera); + + update_game_objects(); + fix_old_tiles(); + update_game_objects(); + if(solids == 0) + throw std::runtime_error("sector does not contain a solid tile layer."); } void @@ -353,20 +315,33 @@ 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->getID() == 295) { + add_object(new Spike(pos, Spike::NORTH)); + solids->change(x, y, 0); + } else if(tile->getID() == 296) { + add_object(new Spike(pos, Spike::EAST)); + solids->change(x, y, 0); + } else if(tile->getID() == 297) { + add_object(new Spike(pos, Spike::SOUTH)); + solids->change(x, y, 0); + } else if(tile->getID() == 298) { + add_object(new Spike(pos, Spike::WEST)); + solids->change(x, y, 0); + } 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); } } @@ -374,7 +349,7 @@ Sector::fix_old_tiles() } void -Sector::write(LispWriter& writer) +Sector::write(lisp::Writer& writer) { writer.write_string("name", name); writer.write_float("gravity", gravity); @@ -401,41 +376,6 @@ Sector::write(LispWriter& writer) } void -Sector::do_vertical_flip() -{ - // 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(); - } - - 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); - } - - for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); - ++i) { - SpawnPoint* spawn = *i; - spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32; - } -#endif -} - -void Sector::add_object(GameObject* object) { // make sure the object isn't already in the list @@ -460,23 +400,6 @@ Sector::add_object(GameObject* 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 +407,65 @@ Sector::activate(const std::string& spawnpoint) sp = *i; break; } - } + } if(!sp) { std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n"; + if(spawnpoint != "main") { + activate("main"); + } else { + activate(Vector(0, 0)); + } } else { - player->move(sp->pos); + activate(sp->pos); + } + + // Run init script + if(init_script != "") { + try { + ScriptInterpreter* interpreter = new ScriptInterpreter(this); + std::string sourcename = std::string("Sector(") + name + ") - init"; + std::istringstream in(init_script); + interpreter->load_script(in, sourcename); + interpreter->start_script(); + add_object(interpreter); + init_script = ""; + } catch(std::exception& e) { + std::cerr << "Couldn't execute init script: " << e.what() << "\n"; + } } - - camera->reset(player->get_pos()); } -Vector -Sector::get_best_spawn_point(Vector pos) +void +Sector::activate(const Vector& player_pos) { - Vector best_reset_point = Vector(-1,-1); + _current = this; - 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; - } + player->move(player_pos); + camera->reset(player->get_pos()); +} - return best_reset_point; +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) { player->check_bounds(camera); - + +#if 0 + CollisionGridIterator iter(*grid, get_active_region()); + while(MovingObject* object = iter.next()) { + if(!object->is_valid()) + continue; + + object->action(elapsed_time); + } +#else /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { @@ -524,10 +475,10 @@ Sector::action(float elapsed_time) object->action(elapsed_time); } - +#endif + /* Handle all possible collisions. */ - collision_handler(); - + collision_handler(); update_game_objects(); } @@ -537,44 +488,60 @@ Sector::update_game_objects() /** cleanup marked objects */ 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; } + + Bullet* bullet = dynamic_cast (object); + if(bullet) { + bullets.erase( + std::remove(bullets.begin(), bullets.end(), bullet), + bullets.end()); + } + MovingObject* movingobject = dynamic_cast (object); + if(movingobject) { + grid->remove_object(movingobject); + } + delete *i; + 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; + + Bullet* bullet = dynamic_cast (object); + if(bullet) + bullets.push_back(bullet); - gameobjects.push_back(*i); + MovingObject* movingobject = dynamic_cast (object); + if(movingobject) + grid->add_object(movingobject); + + TileMap* tilemap = dynamic_cast (object); + if(tilemap && tilemap->is_solid()) { + if(solids == 0) { + solids = tilemap; + } else { + std::cerr << "Another solid tilemaps added. Ignoring."; + } + } + + Camera* camera = dynamic_cast (object); + if(camera) { + if(this->camera != 0) { + std::cerr << "Warning: Multiple cameras added. Ignoring."; + continue; + } + this->camera = camera; + } + + gameobjects.push_back(object); } gameobjects_new.clear(); } @@ -584,7 +551,16 @@ Sector::draw(DrawingContext& context) { context.push_transform(); context.set_translation(camera->get_translation()); - + +#if 0 + CollisionGridIterator iter(*grid, get_active_region()); + while(MovingObject* object = iter.next()) { + if(!object->is_valid()) + continue; + + object->draw(context); + } +#else for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { GameObject* object = *i; @@ -593,10 +569,13 @@ Sector::draw(DrawingContext& context) object->draw(context); } +#endif context.pop_transform(); } +static const float DELTA = .001; + void Sector::collision_tilemap(MovingObject* object, int depth) { @@ -633,7 +612,7 @@ Sector::collision_tilemap(MovingObject* object, int depth) int max_y = int(y2+1); CollisionHit temphit, hit; - Rectangle dest = object->get_bbox(); + Rect dest = object->get_bbox(); dest.move(object->movement); hit.time = -1; // represents an invalid value for(int x = starttilex; x*32 < max_x; ++x) { @@ -641,32 +620,21 @@ Sector::collision_tilemap(MovingObject* object, int depth) 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)) continue; + // only handle unisolid when the player is falling down and when he was + // above the tile before + if(tile->getAttributes() & Tile::UNISOLID) { + if(object->movement.y < 0 || object->get_bbox().p2.y > 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; - } + triangle = AATriangle(p1, p2, tile->getData()); if(Collision::rectangle_aatriangle(temphit, dest, object->movement, triangle)) { @@ -674,7 +642,7 @@ Sector::collision_tilemap(MovingObject* object, int depth) hit = temphit; } } else { // normal rectangular tile - Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32); + Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); if(Collision::rectangle_rectangle(temphit, dest, object->movement, rect)) { if(temphit.time > hit.time) @@ -698,7 +666,7 @@ Sector::collision_tilemap(MovingObject* object, int depth) return; } // move out of collision and try again - object->movement += hit.normal * (hit.depth + .05); + object->movement += hit.normal * (hit.depth + DELTA); collision_tilemap(object, depth+1); } @@ -706,9 +674,9 @@ void Sector::collision_object(MovingObject* object1, MovingObject* object2) { CollisionHit hit; - Rectangle dest1 = object1->get_bbox(); + Rect dest1 = object1->get_bbox(); dest1.move(object1->get_movement()); - Rectangle dest2 = object2->get_bbox(); + Rect dest2 = object2->get_bbox(); dest2.move(object2->get_movement()); Vector movement = object1->get_movement() - object2->get_movement(); @@ -721,15 +689,15 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2) if(response1 == ABORT_MOVE) object1->movement = Vector(0, 0); if(response2 == CONTINUE) - object2->movement += hit.normal * (hit.depth + .05); + object2->movement += hit.normal * (hit.depth + DELTA); } else if(response2 != CONTINUE) { if(response2 == ABORT_MOVE) object2->movement = Vector(0, 0); if(response1 == CONTINUE) - object1->movement += -hit.normal * (hit.depth + .05); + object1->movement += -hit.normal * (hit.depth + DELTA); } else { - object1->movement += -hit.normal * (hit.depth/2 + .05); - object2->movement += hit.normal * (hit.depth/2 + .05); + object1->movement += -hit.normal * (hit.depth/2 + DELTA); + object2->movement += hit.normal * (hit.depth/2 + DELTA); } } } @@ -737,15 +705,22 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2) void Sector::collision_handler() { +#ifdef USE_GRID + grid->check_collisions(); +#else 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) + if(!gameobject->is_valid()) continue; MovingObject* movingobject = dynamic_cast (gameobject); if(!movingobject) continue; + if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) { + movingobject->bbox.move(movingobject->movement); + movingobject->movement = Vector(0, 0); + continue; + } // collision with tilemap if(! (movingobject->movement == Vector(0, 0))) @@ -768,37 +743,31 @@ Sector::collision_handler() movingobject->bbox.move(movingobject->get_movement()); movingobject->movement = Vector(0, 0); } +#endif } -void -Sector::add_score(const Vector& pos, int s) -{ - global_stats.add_points(SCORE_STAT, s); - - add_object(new FloatingText(pos, s)); -} - bool Sector::add_bullet(const Vector& pos, float xm, Direction dir) { - if(player->got_power == Player::FIRE_POWER) { + // 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; - } else if(player->got_power == Player::ICE_POWER) { + 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; - } - - 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."); + } else { + return false; + } add_object(new_bullet); - SoundManager::get()->play_sound(IDToSound(SND_SHOOT)); + sound_manager->play_sound("shoot"); return true; } @@ -819,47 +788,28 @@ Sector::add_floating_text(const Vector& pos, const std::string& 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); + level_song = sound_manager->load_music( + get_resource_filename("/music/" + song_title)); } 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(level_song); break; case HERRING_MUSIC: - SoundManager::get()->play_music(herring_song); + sound_manager->play_music(herring_song); break; default: - SoundManager::get()->halt_music(); + sound_manager->halt_music(); break; } } -int +MusicType Sector::get_music_type() { return currentmusic; @@ -869,19 +819,18 @@ 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) 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