X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsupertux%2Fsector.cpp;h=519a2f4c8f2c56d505d97009ff66e7d4e44954f9;hb=590d47c3c3cf4641d97ee1579af69edbc355e5a8;hp=8c96095a3617c4574e5d4630402c50ad05519e9a;hpb=bc7cdb32068257a8dd841873d25bb3993898a147;p=supertux.git diff --git a/src/supertux/sector.cpp b/src/supertux/sector.cpp index 8c96095a3..519a2f4c8 100644 --- a/src/supertux/sector.cpp +++ b/src/supertux/sector.cpp @@ -45,7 +45,8 @@ #include "object/snow_particle_system.hpp" #include "object/text_object.hpp" #include "object/tilemap.hpp" -#include "physfs/ifile_stream.hpp" +#include "physfs/ifile_streambuf.hpp" +#include "scripting/scripting.hpp" #include "scripting/squirrel_util.hpp" #include "supertux/collision.hpp" #include "supertux/constants.hpp" @@ -54,6 +55,7 @@ #include "supertux/level.hpp" #include "supertux/object_factory.hpp" #include "supertux/player_status.hpp" +#include "supertux/savegame.hpp" #include "supertux/spawn_point.hpp" #include "supertux/tile.hpp" #include "trigger/sequence_trigger.hpp" @@ -65,7 +67,7 @@ bool Sector::show_collrects = false; bool Sector::draw_solids_only = false; Sector::Sector(Level* parent) : - level(parent), + level(parent), name(), bullets(), init_script(), @@ -73,23 +75,23 @@ Sector::Sector(Level* parent) : currentmusic(LEVEL_MUSIC), sector_table(), scripts(), - ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), + ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gameobjects(), moving_objects(), spawnpoints(), portables(), music(), - gravity(10.0), - player(0), + gravity(10.0), + player(0), solid_tilemaps(), - camera(0), + camera(0), effect(0) { - add_object(new Player(GameSession::current()->get_player_status(), "Tux")); + add_object(new Player(GameSession::current()->get_savegame().get_player_status(), "Tux")); add_object(new DisplayEffect("Effect")); add_object(new TextObject("Text")); - sound_manager->preload("sounds/shoot.wav"); + SoundManager::current()->preload("sounds/shoot.wav"); // create a new squirrel table for the sector using namespace scripting; @@ -144,37 +146,37 @@ Sector::get_level() } GameObject* -Sector::parse_object(const std::string& name, const Reader& reader) +Sector::parse_object(const std::string& name_, const Reader& reader) { - if(name == "camera") { - Camera* camera = new Camera(this, "Camera"); - camera->parse(reader); - return camera; - } else if(name == "particles-snow") { + if(name_ == "camera") { + Camera* camera_ = new Camera(this, "Camera"); + camera_->parse(reader); + return camera_; + } else if(name_ == "particles-snow") { SnowParticleSystem* partsys = new SnowParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "particles-rain") { + } else if(name_ == "particles-rain") { RainParticleSystem* partsys = new RainParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "particles-comets") { + } else if(name_ == "particles-comets") { CometParticleSystem* partsys = new CometParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "particles-ghosts") { + } else if(name_ == "particles-ghosts") { GhostParticleSystem* partsys = new GhostParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "particles-clouds") { + } else if(name_ == "particles-clouds") { CloudParticleSystem* partsys = new CloudParticleSystem(); partsys->parse(reader); return partsys; - } else if(name == "money") { // for compatibility with old maps + } else if(name_ == "money") { // for compatibility with old maps return new Jumpy(reader); } else { try { - return ObjectFactory::instance().create(name, reader); + return ObjectFactory::instance().create(name_, reader); } catch(std::exception& e) { log_warning << e.what() << "" << std::endl; return 0; @@ -229,7 +231,7 @@ Sector::parse(const Reader& sector) update_game_objects(); - if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; + if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; } fix_old_tiles(); if(!camera) { @@ -389,12 +391,12 @@ Sector::parse_old_format(const Reader& reader) } // add a camera - Camera* camera = new Camera(this, "Camera"); - add_object(camera); + Camera* camera_ = new Camera(this, "Camera"); + add_object(camera_); update_game_objects(); - if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; + if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; } fix_old_tiles(); update_game_objects(); @@ -415,13 +417,20 @@ Sector::fix_old_tiles() add_object(new InvisibleBlock(pos)); solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::COIN) { - add_object(new Coin(pos)); + add_object(new Coin(pos, solids)); 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())); + if( ( id == 78 ) || ( id == 105 ) ){ + add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") ); + } else if( ( id == 77 ) || ( id == 104 ) ){ + add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") ); + } else { + log_warning << "attribute 'brick #t' is not supported for tile-id " << id << std::endl; + add_object( new Brick(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") ); + } solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::GOAL) { std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux"; @@ -509,15 +518,11 @@ Sector::add_object(GameObject* object) #ifndef NDEBUG for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { - if(*i == object) { - assert("object already added to sector" == 0); - } + assert(*i != object); } for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) { - if(*i == object) { - assert("object already added to sector" == 0); - } + assert(*i != object); } #endif @@ -574,22 +579,37 @@ Sector::activate(const Vector& player_pos) } try_expose_me(); - // spawn smalltux below spawnpoint - if (!player->is_big()) { - player->move(player_pos + Vector(0,32)); - } else { - player->move(player_pos); - } - // spawning tux in the ground would kill him - if(!is_free_of_tiles(player->get_bbox())) { - log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl; - Vector npos = player->get_bbox().p1; - npos.y-=32; - player->move(npos); + // two-player hack: move other players to main player's position + // Maybe specify 2 spawnpoints in the level? + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + Player* p = dynamic_cast(*i); + if (!p) continue; + + // spawn smalltux below spawnpoint + if (!p->is_big()) { + p->move(player_pos + Vector(0,32)); + } else { + p->move(player_pos); + } + + // spawning tux in the ground would kill him + if(!is_free_of_tiles(p->get_bbox())) { + log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl; + Vector npos = p->get_bbox().p1; + npos.y-=32; + p->move(npos); + } } + //FIXME: This is a really dirty workaround for this strange camera jump + player->move(player->get_pos()+Vector(-32, 0)); camera->reset(player->get_pos()); + camera->update(1); + player->move(player->get_pos()+(Vector(32, 0))); + camera->update(1); + update_game_objects(); //Run default.nut just before init script @@ -597,7 +617,8 @@ Sector::activate(const Vector& player_pos) std::string basedir = FileSystem::dirname(get_level()->filename); if(PHYSFS_exists((basedir + "/info").c_str())) { try { - IFileStream in(basedir + "/default.nut"); + IFileStreambuf ins(basedir + "/default.nut"); + std::istream in(&ins); run_script(in, "default.nut"); } catch(std::exception& ) { // doesn't exist or erroneous; do nothing @@ -647,7 +668,7 @@ Sector::get_active_region() void Sector::update(float elapsed_time) { - player->check_bounds(camera); + player->check_bounds(); /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); @@ -731,31 +752,31 @@ Sector::before_object_add(GameObject* object) solid_tilemaps.push_back(tilemap); } - Camera* camera = dynamic_cast (object); - if(camera != NULL) { + Camera* camera_ = dynamic_cast (object); + if(camera_ != NULL) { if(this->camera != 0) { log_warning << "Multiple cameras added. Ignoring" << std::endl; return false; } - this->camera = camera; + this->camera = camera_; } - Player* player = dynamic_cast (object); - if(player != NULL) { + Player* player_ = dynamic_cast (object); + if(player_ != NULL) { if(this->player != 0) { log_warning << "Multiple players added. Ignoring" << std::endl; return false; } - this->player = player; + this->player = player_; } - DisplayEffect* effect = dynamic_cast (object); - if(effect != NULL) { + DisplayEffect* effect_ = dynamic_cast (object); + if(effect_ != NULL) { if(this->effect != 0) { log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl; return false; } - this->effect = effect; + this->effect = effect_; } if(_current == this) { @@ -862,13 +883,13 @@ Sector::draw(DrawingContext& context) } if(show_collrects) { - Color col(0.2f, 0.2f, 0.2f, 0.7f); + Color color(1.0f, 0.0f, 0.0f, 0.75f); for(MovingObjects::iterator i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* object = *i; const Rectf& rect = object->get_bbox(); - context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10); + context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10); } } @@ -881,10 +902,10 @@ Sector::draw(DrawingContext& context) /** r1 is supposed to be moving, r2 a solid object */ void check_collisions(collision::Constraints* constraints, - const Vector& movement, const Rectf& r1, const Rectf& r2, - GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0)) + const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect, + GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0)) { - if(!collision::intersects(r1, r2)) + if(!collision::intersects(obj_rect, other_rect)) return; MovingObject *moving_object = dynamic_cast (object); @@ -895,31 +916,31 @@ void check_collisions(collision::Constraints* constraints, return; // calculate intersection - float itop = r1.get_bottom() - r2.get_top(); - float ibottom = r2.get_bottom() - r1.get_top(); - float ileft = r1.get_right() - r2.get_left(); - float iright = r2.get_right() - r1.get_left(); + float itop = obj_rect.get_bottom() - other_rect.get_top(); + float ibottom = other_rect.get_bottom() - obj_rect.get_top(); + float ileft = obj_rect.get_right() - other_rect.get_left(); + float iright = other_rect.get_right() - obj_rect.get_left(); - if(fabsf(movement.y) > fabsf(movement.x)) { + if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) { if(ileft < SHIFT_DELTA) { - constraints->min_right(r2.get_left()); + constraints->constrain_right(other_rect.get_left(), other_movement.x); return; } else if(iright < SHIFT_DELTA) { - constraints->max_left(r2.get_right()); + constraints->constrain_left(other_rect.get_right(), other_movement.x); return; } } else { // shiftout bottom/top if(itop < SHIFT_DELTA) { - constraints->min_bottom(r2.get_top()); + constraints->constrain_bottom(other_rect.get_top(), other_movement.y); return; } else if(ibottom < SHIFT_DELTA) { - constraints->max_top(r2.get_bottom()); + constraints->constrain_top(other_rect.get_bottom(), other_movement.y); return; } } - constraints->ground_movement += addl_ground_movement; + constraints->ground_movement += other_movement; if(other != NULL) { HitResponse response = other->collision(*object, dummy); if(response == ABORT_MOVE) @@ -935,18 +956,18 @@ void check_collisions(collision::Constraints* constraints, float horiz_penetration = std::min(ileft, iright); if(vert_penetration < horiz_penetration) { if(itop < ibottom) { - constraints->min_bottom(r2.get_top()); + constraints->constrain_bottom(other_rect.get_top(), other_movement.y); constraints->hit.bottom = true; } else { - constraints->max_top(r2.get_bottom()); + constraints->constrain_top(other_rect.get_bottom(), other_movement.y); constraints->hit.top = true; } } else { if(ileft < iright) { - constraints->min_right(r2.get_left()); + constraints->constrain_right(other_rect.get_left(), other_movement.x); constraints->hit.right = true; } else { - constraints->max_left(r2.get_right()); + constraints->constrain_left(other_rect.get_right(), other_movement.x); constraints->hit.left = true; } } @@ -954,7 +975,8 @@ void check_collisions(collision::Constraints* constraints, void Sector::collision_tilemap(collision::Constraints* constraints, - const Vector& movement, const Rectf& dest) const + const Vector& movement, const Rectf& dest, + MovingObject& object) const { // calculate rectangle where the object will move float x1 = dest.get_left(); @@ -974,26 +996,34 @@ Sector::collision_tilemap(collision::Constraints* constraints, if(!tile) continue; // skip non-solid tiles - if((tile->getAttributes() & Tile::SOLID) == 0) + if(!tile->is_solid ()) continue; - // only handle unisolid when the player is falling down and when he was - // above the tile before - if(tile->getAttributes() & Tile::UNISOLID) { - if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32) + Rectf tile_bbox = solids->get_tile_bbox(x, y); + + /* If the tile is a unisolid tile, the "is_solid()" function above + * didn't do a thorough check. Calculate the position and (relative) + * movement of the object and determine whether or not the tile is + * solid with regard to those parameters. */ + if(tile->is_unisolid ()) { + Vector relative_movement = movement + - solids->get_movement(/* actual = */ true); + + if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement)) continue; - } + } /* if (tile->is_unisolid ()) */ - Rectf rect = solids->get_tile_bbox(x, y); - if(tile->getAttributes() & Tile::SLOPE) { // slope tile + if(tile->is_slope ()) { // slope tile AATriangle triangle; int slope_data = tile->getData(); - if (solids->get_drawing_effect() == VERTICAL_FLIP) + if (solids->get_drawing_effect() & VERTICAL_FLIP) slope_data = AATriangle::vertical_flip(slope_data); - triangle = AATriangle(rect, slope_data); + triangle = AATriangle(tile_bbox, slope_data); - collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement()); + collision::rectangle_aatriangle(constraints, dest, triangle, + solids->get_movement(/* actual = */ false)); } else { // normal rectangular tile - check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement()); + check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL, + solids->get_movement(/* actual = */ false)); } } } @@ -1110,9 +1140,9 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2) const void Sector::collision_static(collision::Constraints* constraints, const Vector& movement, const Rectf& dest, - GameObject& object) + MovingObject& object) { - collision_tilemap(constraints, movement, dest); + collision_tilemap(constraints, movement, dest, object); // collision with other (static) objects for(MovingObjects::iterator i = moving_objects.begin(); @@ -1139,8 +1169,6 @@ Sector::collision_static_constrains(MovingObject& object) Constraints constraints; Vector movement = object.get_movement(); Rectf& dest = object.dest; - float owidth = object.get_bbox().get_width(); - float oheight = object.get_bbox().get_height(); for(int i = 0; i < 2; ++i) { collision_static(&constraints, Vector(0, movement.y), dest, object); @@ -1148,18 +1176,18 @@ Sector::collision_static_constrains(MovingObject& object) break; // apply calculated horizontal constraints - if(constraints.bottom < infinity) { - float height = constraints.bottom - constraints.top; - if(height < oheight) { + if(constraints.get_position_bottom() < infinity) { + float height = constraints.get_height (); + if(height < object.get_bbox().get_height()) { // we're crushed, but ignore this for now, we'll get this again // later if we're really crushed or things will solve itself when // looking at the vertical constraints } - dest.p2.y = constraints.bottom - DELTA; - dest.p1.y = dest.p2.y - oheight; - } else if(constraints.top > -infinity) { - dest.p1.y = constraints.top + DELTA; - dest.p2.y = dest.p1.y + oheight; + dest.p2.y = constraints.get_position_bottom() - DELTA; + dest.p1.y = dest.p2.y - object.get_bbox().get_height(); + } else if(constraints.get_position_top() > -infinity) { + dest.p1.y = constraints.get_position_top() + DELTA; + dest.p2.y = dest.p1.y + object.get_bbox().get_height(); } } if(constraints.has_constraints()) { @@ -1180,12 +1208,12 @@ Sector::collision_static_constrains(MovingObject& object) break; // apply calculated vertical constraints - float width = constraints.right - constraints.left; + float width = constraints.get_width (); if(width < infinity) { - if(width + SHIFT_DELTA < owidth) { + if(width + SHIFT_DELTA < object.get_bbox().get_width()) { #if 0 printf("Object %p crushed horizontally... L:%f R:%f\n", &object, - constraints.left, constraints.right); + constraints.get_position_left(), constraints.get_position_right()); #endif CollisionHit h; h.left = true; @@ -1193,16 +1221,16 @@ Sector::collision_static_constrains(MovingObject& object) h.crush = true; object.collision_solid(h); } else { - float xmid = (constraints.left + constraints.right) / 2; - dest.p1.x = xmid - owidth/2; - dest.p2.x = xmid + owidth/2; + float xmid = constraints.get_x_midpoint (); + dest.p1.x = xmid - object.get_bbox().get_width()/2; + dest.p2.x = xmid + object.get_bbox().get_width()/2; } - } else if(constraints.right < infinity) { - 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; + } else if(constraints.get_position_right() < infinity) { + dest.p2.x = constraints.get_position_right() - DELTA; + dest.p1.x = dest.p2.x - object.get_bbox().get_width(); + } else if(constraints.get_position_left() > -infinity) { + dest.p1.x = constraints.get_position_left() + DELTA; + dest.p2.x = dest.p1.x + object.get_bbox().get_width(); } } @@ -1216,9 +1244,9 @@ Sector::collision_static_constrains(MovingObject& object) // an extra pass to make sure we're not crushed horizontally constraints = Constraints(); collision_static(&constraints, movement, dest, object); - if(constraints.bottom < infinity) { - float height = constraints.bottom - constraints.top; - if(height + SHIFT_DELTA < oheight) { + if(constraints.get_position_bottom() < infinity) { + float height = constraints.get_height (); + if(height + SHIFT_DELTA < object.get_bbox().get_height()) { #if 0 printf("Object %p crushed vertically...\n", &object); #endif @@ -1366,9 +1394,9 @@ Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const if(!tile) continue; if(!(tile->getAttributes() & Tile::SOLID)) continue; - if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid) + if(tile->is_unisolid () && ignoreUnisolid) continue; - if(tile->getAttributes() & Tile::SLOPE) { + if(tile->is_slope ()) { AATriangle triangle; Rectf tbbox = solids->get_tile_bbox(x, y); triangle = AATriangle(tbbox, tile->getData()); @@ -1441,7 +1469,7 @@ Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float x new_bullet = new Bullet(pos, xm, dir, player_status->bonus); add_object(new_bullet); - sound_manager->play("sounds/shoot.wav"); + SoundManager::current()->play("sounds/shoot.wav"); return true; } @@ -1459,16 +1487,16 @@ Sector::play_music(MusicType type) currentmusic = type; switch(currentmusic) { case LEVEL_MUSIC: - sound_manager->play_music(music); + SoundManager::current()->play_music(music); break; case HERRING_MUSIC: - sound_manager->play_music("music/invincible.music"); + SoundManager::current()->play_music("music/invincible.ogg"); break; case HERRING_WARNING_MUSIC: - sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING); + SoundManager::current()->stop_music(TUX_INVINCIBLE_TIME_WARNING); break; default: - sound_manager->play_music(""); + SoundManager::current()->play_music(""); break; } } @@ -1570,10 +1598,10 @@ Sector::get_ambient_blue() } void -Sector::set_gravity(float gravity) +Sector::set_gravity(float gravity_) { log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl; - this->gravity = gravity; + this->gravity = gravity_; } float @@ -1582,4 +1610,52 @@ Sector::get_gravity() const return gravity; } +Player* +Sector::get_nearest_player (const Vector& pos) +{ + Player *nearest_player = NULL; + float nearest_dist = std::numeric_limits::max(); + + std::vector players = Sector::current()->get_players(); + for (std::vector::iterator playerIter = players.begin(); + playerIter != players.end(); + ++playerIter) + { + Player *this_player = *playerIter; + if (this_player->is_dying() || this_player->is_dead()) + continue; + + float this_dist = this_player->get_bbox ().distance(pos); + + if (this_dist < nearest_dist) { + nearest_player = this_player; + nearest_dist = this_dist; + } + } + + return nearest_player; +} /* Player *get_nearest_player */ + +std::vector +Sector::get_nearby_objects (const Vector& center, float max_distance) +{ + std::vector ret; + std::vector players = Sector::current()->get_players(); + + for (size_t i = 0; i < players.size (); i++) { + float distance = players[i]->get_bbox ().distance (center); + if (distance <= max_distance) + ret.push_back (players[i]); + } + + for (size_t i = 0; i < moving_objects.size (); i++) { + float distance = moving_objects[i]->get_bbox ().distance (center); + if (distance <= max_distance) + ret.push_back (moving_objects[i]); + } + + return (ret); +} + +/* vim: set sw=2 sts=2 et : */ /* EOF */