X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsupertux%2Fsector.cpp;h=c9879c9c0056c7f3d8d7dc1cb50d67f3d960d219;hb=4d73312184d671950928b48db4b940def45eaa1e;hp=a4f4c4792353ef969989a4a4a29cc2a07c5d6f6a;hpb=0ce26722d9039a6b33ad31e33a3c8acb2b8b24b0;p=supertux.git diff --git a/src/supertux/sector.cpp b/src/supertux/sector.cpp index a4f4c4792..c9879c9c0 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" @@ -54,23 +55,20 @@ #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/secretarea_trigger.hpp" #include "trigger/sequence_trigger.hpp" #include "util/file_system.hpp" -#define DEFORM_BOTTOM AATriangle::DEFORM1 -#define DEFORM_TOP AATriangle::DEFORM2 -#define DEFORM_LEFT AATriangle::DEFORM3 -#define DEFORM_RIGHT AATriangle::DEFORM4 - Sector* Sector::_current = 0; bool Sector::show_collrects = false; bool Sector::draw_solids_only = false; Sector::Sector(Level* parent) : - level(parent), + level(parent), name(), bullets(), init_script(), @@ -78,23 +76,24 @@ 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 ), + foremost_layer(), 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 DisplayEffect("Effect")); - add_object(new TextObject("Text")); + add_object(std::make_shared(GameSession::current()->get_savegame().get_player_status(), "Tux")); + add_object(std::make_shared("Effect")); + add_object(std::make_shared("Text")); - sound_manager->preload("sounds/shoot.wav"); + SoundManager::current()->preload("sounds/shoot.wav"); // create a new squirrel table for the sector using namespace scripting; @@ -116,11 +115,17 @@ Sector::Sector(Level* parent) : Sector::~Sector() { using namespace scripting; + try + { + deactivate(); + } + catch(const std::exception& err) + { + log_warning << err.what() << std::endl; + } - deactivate(); - for(ScriptList::iterator i = scripts.begin(); - i != scripts.end(); ++i) { + for(auto i = scripts.begin(); i != scripts.end(); ++i) { HSQOBJECT& object = *i; sq_release(global_vm, &object); } @@ -130,16 +135,10 @@ Sector::~Sector() update_game_objects(); assert(gameobjects_new.size() == 0); - for(GameObjects::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* object = *i; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObjectPtr object = *i; before_object_remove(object); - object->unref(); } - - for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); - ++i) - delete *i; } Level* @@ -148,41 +147,41 @@ Sector::get_level() return level; } -GameObject* -Sector::parse_object(const std::string& name, const Reader& reader) +GameObjectPtr +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") { - SnowParticleSystem* partsys = new SnowParticleSystem(); + if(name_ == "camera") { + auto camera_ = std::make_shared(this, "Camera"); + camera_->parse(reader); + return camera_; + } else if(name_ == "particles-snow") { + auto partsys = std::make_shared(); partsys->parse(reader); return partsys; - } else if(name == "particles-rain") { - RainParticleSystem* partsys = new RainParticleSystem(); + } else if(name_ == "particles-rain") { + auto partsys = std::make_shared(); partsys->parse(reader); return partsys; - } else if(name == "particles-comets") { - CometParticleSystem* partsys = new CometParticleSystem(); + } else if(name_ == "particles-comets") { + auto partsys = std::make_shared(); partsys->parse(reader); return partsys; - } else if(name == "particles-ghosts") { - GhostParticleSystem* partsys = new GhostParticleSystem(); + } else if(name_ == "particles-ghosts") { + auto partsys = std::make_shared(); partsys->parse(reader); return partsys; - } else if(name == "particles-clouds") { - CloudParticleSystem* partsys = new CloudParticleSystem(); + } else if(name_ == "particles-clouds") { + auto partsys = std::make_shared(); partsys->parse(reader); return partsys; - } else if(name == "money") { // for compatibility with old maps - return new Jumpy(reader); + } else if(name_ == "money") { // for compatibility with old maps + return std::make_shared(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; + return {}; } } } @@ -201,7 +200,7 @@ Sector::parse(const Reader& sector) } else if(token == "music") { iter.value()->get(music); } else if(token == "spawnpoint") { - SpawnPoint* sp = new SpawnPoint(*iter.lisp()); + auto sp = std::make_shared(*iter.lisp()); spawnpoints.push_back(sp); } else if(token == "init-script") { iter.value()->get(init_script); @@ -214,11 +213,11 @@ Sector::parse(const Reader& sector) ambient_light = Color( vColor ); } } else { - GameObject* object = parse_object(token, *(iter.lisp())); + GameObjectPtr object = parse_object(token, *(iter.lisp())); if(object) { - if(dynamic_cast(object)) { + if(std::dynamic_pointer_cast(object)) { has_background = true; - } else if(dynamic_cast(object)) { + } else if(std::dynamic_pointer_cast(object)) { has_background = true; } add_object(object); @@ -227,23 +226,24 @@ Sector::parse(const Reader& sector) } if(!has_background) { - Gradient* gradient = new Gradient(); + auto gradient = std::make_shared(); gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1)); add_object(gradient); } update_game_objects(); - if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; + if(solid_tilemaps.empty()) { 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, "Camera")); + add_object(std::make_shared(this, "Camera")); } update_game_objects(); + foremost_layer = calculate_foremost_layer(); } void @@ -285,11 +285,11 @@ Sector::parse_old_format(const Reader& reader) bkgd_bottom.blue = static_cast (b) / 255.0f; if(backgroundimage != "") { - Background* background = new Background(); + auto background = std::make_shared(); background->set_image(backgroundimage, bgspeed); add_object(background); } else { - Gradient* gradient = new Gradient(); + auto gradient = std::make_shared(); gradient->set_gradient(bkgd_top, bkgd_bottom); add_object(gradient); } @@ -297,17 +297,17 @@ Sector::parse_old_format(const Reader& reader) std::string particlesystem; reader.get("particle_system", particlesystem); if(particlesystem == "clouds") - add_object(new CloudParticleSystem()); + add_object(std::make_shared()); else if(particlesystem == "snow") - add_object(new SnowParticleSystem()); + add_object(std::make_shared()); else if(particlesystem == "rain") - add_object(new RainParticleSystem()); + add_object(std::make_shared()); Vector startpos(100, 170); reader.get("start_pos_x", startpos.x); reader.get("start_pos_y", startpos.y); - SpawnPoint* spawn = new SpawnPoint; + auto spawn = std::make_shared(); spawn->pos = startpos; spawn->name = "main"; spawnpoints.push_back(spawn); @@ -326,7 +326,7 @@ Sector::parse_old_format(const Reader& reader) std::vector tiles; if(reader.get("interactive-tm", tiles) || reader.get("tilemap", tiles)) { - TileMap* tilemap = new TileMap(level->get_tileset()); + auto tilemap = std::make_shared(level->get_tileset()); tilemap->set(width, height, tiles, LAYER_TILES, true); // replace tile id 112 (old invisible tile) with 1311 (new invisible tile) @@ -343,14 +343,14 @@ Sector::parse_old_format(const Reader& reader) } if(reader.get("background-tm", tiles)) { - TileMap* tilemap = new TileMap(level->get_tileset()); + auto tilemap = std::make_shared(level->get_tileset()); tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false); if (height < 19) tilemap->resize(width, 19); add_object(tilemap); } if(reader.get("foreground-tm", tiles)) { - TileMap* tilemap = new TileMap(level->get_tileset()); + auto tilemap = std::make_shared(level->get_tileset()); tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false); // fill additional space in foreground with tiles of ID 2035 (lightmap/black) @@ -368,7 +368,7 @@ Sector::parse_old_format(const Reader& reader) Vector sp_pos; if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y)) { - SpawnPoint* sp = new SpawnPoint; + auto sp = std::make_shared(); sp->name = "main"; sp->pos = sp_pos; spawnpoints.push_back(sp); @@ -384,7 +384,7 @@ Sector::parse_old_format(const Reader& reader) if(objects) { lisp::ListIterator iter(objects); while(iter.next()) { - GameObject* object = parse_object(iter.item(), *(iter.lisp())); + auto object = parse_object(iter.item(), *(iter.lisp())); if(object) { add_object(object); } else { @@ -394,12 +394,12 @@ Sector::parse_old_format(const Reader& reader) } // add a camera - Camera* camera = new Camera(this, "Camera"); - add_object(camera); + auto camera_ = std::make_shared(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.empty()) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; } fix_old_tiles(); update_game_objects(); @@ -408,7 +408,7 @@ Sector::parse_old_format(const Reader& reader) void Sector::fix_old_tiles() { - for(std::list::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + for(auto 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) { @@ -417,20 +417,29 @@ Sector::fix_old_tiles() Vector pos = solids->get_tile_position(x, y); if(id == 112) { - add_object(new InvisibleBlock(pos)); + add_object(std::make_shared(pos)); solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::COIN) { - add_object(new Coin(pos)); + add_object(std::make_shared(pos, solids)); solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::FULLBOX) { - add_object(new BonusBlock(pos, tile->getData())); + add_object(std::make_shared(pos, tile->getData())); solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::BRICK) { - add_object(new Brick(pos, tile->getData())); + if( ( id == 3159 ) || ( id == 3160 ) ){ + add_object( std::make_shared(pos, tile->getData(), "images/objects/bonus_block/brickWeb.sprite") ); + } else if( ( id == 78 ) || ( id == 105 ) ){ + add_object( std::make_shared(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") ); + } else if( ( id == 77 ) || ( id == 104 ) ){ + add_object( std::make_shared(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( std::make_shared(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"; - add_object(new SequenceTrigger(pos, sequence)); + add_object(std::make_shared(pos, sequence)); solids->change(x, y, 0); } } @@ -438,8 +447,8 @@ Sector::fix_old_tiles() } // add lights for special tiles - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) { - TileMap* tm = dynamic_cast(*i); + for(auto i = gameobjects.begin(); i != gameobjects.end(); i++) { + TileMap* tm = dynamic_cast(i->get()); if (!tm) continue; for(size_t x=0; x < tm->get_width(); ++x) { for(size_t y=0; y < tm->get_height(); ++y) { @@ -450,7 +459,7 @@ Sector::fix_old_tiles() // 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))); + add_object(std::make_shared(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)) { @@ -459,7 +468,7 @@ Sector::fix_old_tiles() && (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))); + add_object(std::make_shared(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f))); } } @@ -475,8 +484,7 @@ Sector::run_script(std::istream& in, const std::string& sourcename) using namespace scripting; // garbage collect thread list - for(ScriptList::iterator i = scripts.begin(); - i != scripts.end(); ) { + for(auto i = scripts.begin(); i != scripts.end(); ) { HSQOBJECT& object = *i; HSQUIRRELVM vm = object_to_vm(object); @@ -508,34 +516,26 @@ Sector::run_script(std::istream& in, const std::string& sourcename) } void -Sector::add_object(GameObject* object) +Sector::add_object(GameObjectPtr object) { // make sure the object isn't already in the list #ifndef NDEBUG - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); - ++i) { - if(*i == object) { - assert("object already added to sector" == 0); - } + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + 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); - } + for(auto i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) { + assert(*i != object); } #endif - object->ref(); gameobjects_new.push_back(object); } void Sector::activate(const std::string& spawnpoint) { - SpawnPoint* sp = 0; - for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); - ++i) { + std::shared_ptr sp; + for(auto i = spawnpoints.begin(); i != spawnpoints.end(); ++i) { if((*i)->name == spawnpoint) { sp = *i; break; @@ -570,31 +570,45 @@ Sector::activate(const Vector& player_pos) throw scripting::SquirrelError(vm, "Couldn't set sector in roottable"); sq_pop(vm, 1); - for(GameObjects::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* object = *i; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObjectPtr object = *i; 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); + // two-player hack: move other players to main player's position + // Maybe specify 2 spawnpoints in the level? + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + Player* p = dynamic_cast(i->get()); + 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())) { + std::string current_level = "[" + Sector::current()->get_level()->filename + "] "; + log_warning << current_level << "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 @@ -602,7 +616,8 @@ 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 @@ -630,9 +645,8 @@ Sector::deactivate() 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; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObjectPtr object = *i; try_unexpose(object); } @@ -649,15 +663,44 @@ Sector::get_active_region() camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT)); } +int +Sector::calculate_foremost_layer() +{ + int layer = LAYER_BACKGROUND0; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) + { + TileMap* tm = dynamic_cast(i->get()); + if (!tm) continue; + if(tm->get_layer() > layer) + { + if( (tm->get_alpha() < 1.0) ) + { + layer = tm->get_layer() - 1; + } + else + { + layer = tm->get_layer() + 1; + } + } + } + log_debug << "Calculated baduy falling layer was: " << layer << std::endl; + return layer; +} + +int +Sector::get_foremost_layer() +{ + return foremost_layer; +} + void Sector::update(float elapsed_time) { - player->check_bounds(camera); + player->check_bounds(); /* update objects */ - for(GameObjects::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* object = *i; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObjectPtr& object = *i; if(!object->is_valid()) continue; @@ -673,9 +716,9 @@ void Sector::update_game_objects() { /** cleanup marked objects */ - for(std::vector::iterator i = gameobjects.begin(); + for(auto i = gameobjects.begin(); i != gameobjects.end(); /* nothing */) { - GameObject* object = *i; + GameObjectPtr& object = *i; if(object->is_valid()) { ++i; @@ -684,15 +727,14 @@ Sector::update_game_objects() before_object_remove(object); - object->unref(); i = gameobjects.erase(i); } /* add newly created objects */ - for(std::vector::iterator i = gameobjects_new.begin(); + for(auto i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) { - GameObject* object = *i; + GameObjectPtr object = *i; before_object_add(object); @@ -703,10 +745,9 @@ Sector::update_game_objects() /* update solid_tilemaps list */ //FIXME: this could be more efficient solid_tilemaps.clear(); - for(std::vector::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { - TileMap* tm = dynamic_cast(*i); + TileMap* tm = dynamic_cast(i->get()); if (!tm) continue; if (tm->is_solid()) solid_tilemaps.push_back(tm); } @@ -714,53 +755,56 @@ Sector::update_game_objects() } bool -Sector::before_object_add(GameObject* object) +Sector::before_object_add(GameObjectPtr object) { - Bullet* bullet = dynamic_cast (object); - if(bullet != NULL) { + auto bullet = dynamic_cast(object.get()); + if (bullet) + { bullets.push_back(bullet); } - MovingObject* movingobject = dynamic_cast (object); - if(movingobject != NULL) { + auto movingobject = dynamic_cast(object.get()); + if (movingobject) + { moving_objects.push_back(movingobject); } - Portable* portable = dynamic_cast (object); - if(portable != NULL) { + auto portable = dynamic_cast(object.get()); + if(portable) + { portables.push_back(portable); } - TileMap* tilemap = dynamic_cast (object); - if(tilemap != NULL && tilemap->is_solid()) { + auto tilemap = dynamic_cast(object.get()); + if(tilemap && tilemap->is_solid()) { solid_tilemaps.push_back(tilemap); } - Camera* camera = dynamic_cast (object); - if(camera != NULL) { + auto camera_ = dynamic_cast(object.get()); + if(camera_) { 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) { + auto player_ = dynamic_cast(object.get()); + if(player_) { 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) { + auto effect_ = dynamic_cast(object.get()); + if(effect_) { if(this->effect != 0) { log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl; return false; } - this->effect = effect; + this->effect = effect_; } if(_current == this) { @@ -771,9 +815,9 @@ Sector::before_object_add(GameObject* object) } void -Sector::try_expose(GameObject* object) +Sector::try_expose(GameObjectPtr object) { - ScriptInterface* object_ = dynamic_cast (object); + ScriptInterface* object_ = dynamic_cast(object.get()); if(object_ != NULL) { HSQUIRRELVM vm = scripting::global_vm; sq_pushobject(vm, sector_table); @@ -787,24 +831,24 @@ Sector::try_expose_me() { HSQUIRRELVM vm = scripting::global_vm; sq_pushobject(vm, sector_table); - scripting::SSector* this_ = static_cast (this); + scripting::SSector* this_ = static_cast(this); expose_object(vm, -1, this_, "settings", false); sq_pop(vm, 1); } void -Sector::before_object_remove(GameObject* object) +Sector::before_object_remove(GameObjectPtr object) { - Portable* portable = dynamic_cast (object); - if(portable != NULL) { + Portable* portable = dynamic_cast(object.get()); + if (portable) { portables.erase(std::find(portables.begin(), portables.end(), portable)); } - Bullet* bullet = dynamic_cast (object); - if(bullet != NULL) { + Bullet* bullet = dynamic_cast(object.get()); + if (bullet) { bullets.erase(std::find(bullets.begin(), bullets.end(), bullet)); } - MovingObject* moving_object = dynamic_cast (object); - if(moving_object != NULL) { + MovingObject* moving_object = dynamic_cast(object.get()); + if (moving_object) { moving_objects.erase( std::find(moving_objects.begin(), moving_objects.end(), moving_object)); } @@ -814,9 +858,9 @@ Sector::before_object_remove(GameObject* object) } void -Sector::try_unexpose(GameObject* object) +Sector::try_unexpose(GameObjectPtr object) { - ScriptInterface* object_ = dynamic_cast (object); + ScriptInterface* object_ = dynamic_cast(object.get()); if(object_ != NULL) { HSQUIRRELVM vm = scripting::global_vm; SQInteger oldtop = sq_gettop(vm); @@ -850,15 +894,14 @@ Sector::draw(DrawingContext& context) context.push_transform(); context.set_translation(camera->get_translation()); - for(GameObjects::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* object = *i; + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + GameObjectPtr& object = *i; if(!object->is_valid()) continue; if (draw_solids_only) { - TileMap* tm = dynamic_cast(object); + TileMap* tm = dynamic_cast(object.get()); if (tm && !tm->is_solid()) continue; } @@ -867,13 +910,12 @@ Sector::draw(DrawingContext& context) } if(show_collrects) { - Color col(0.2f, 0.2f, 0.2f, 0.7f); - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + Color color(1.0f, 0.0f, 0.0f, 0.75f); + for(auto 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); } } @@ -886,10 +928,10 @@ 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); @@ -900,31 +942,31 @@ 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) @@ -940,309 +982,23 @@ 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; } } } -/* Returns zero if a unisolid tile is non-solid due to the movement direction, - * non-zero if the tile is solid due to direction. */ -int check_movement_unisolid (const Vector& movement, const Tile* tile) -{ - int slope_info; - double mv_x; - double mv_y; - double mv_tan; - double slope_tan; - -#define MV_NON_SOLID 0 -#define MV_SOLID 1 - - /* If the tile is not a slope, this is very easy. */ - if ((tile->getAttributes() & Tile::SLOPE) == 0) - { - if (movement.y >= 0) /* moving down */ - return MV_SOLID; - else /* moving up */ - return MV_NON_SOLID; - } - - /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so - * that we can always use the "SOUTHEAST" case of the slope. The southeast - * case is the following: - * . - * /! - * / ! - * +--+ - */ - mv_x = (double) movement.x; - mv_y = (double) movement.y; - - slope_info = tile->getData(); - switch (slope_info & AATriangle::DIRECTION_MASK) - { - case AATriangle::SOUTHEAST: /* . */ - /* do nothing */ /* /! */ - break; /* / ! */ - /* +--+ */ - case AATriangle::SOUTHWEST: /* . */ - mv_x *= (-1.0); /* !\ */ - break; /* ! \ */ - /* +--+ */ - case AATriangle::NORTHEAST: /* +--+ */ - mv_y *= (-1.0); /* \ ! */ - break; /* \! */ - /* ' */ - case AATriangle::NORTHWEST: /* +--+ */ - mv_x *= (-1.0); /* ! / */ - mv_y *= (-1.0); /* !/ */ - break; /* ' */ - } /* switch (slope_info & DIRECTION_MASK) */ - - /* Handle the easy cases first */ - /* If we're moving to the right and down, then the slope is solid. */ - if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */ - return MV_SOLID; - /* If we're moving to the left and up, then the slope is not solid. */ - else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */ - return MV_NON_SOLID; - - /* The pure up-down and left-right movements have already been handled. */ - assert (mv_x != 0.0); - assert (mv_y != 0.0); - - /* calculate tangent of movement */ - mv_tan = (-1.0) * mv_y / mv_x; - - /* determine tangent of the slope */ - slope_tan = 1.0; - if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_BOTTOM) - || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP)) - slope_tan = 0.5; /* ~= 26.6 deg */ - else if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_LEFT) - || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_RIGHT)) - slope_tan = 2.0; /* ~= 63.4 deg */ - - /* up and right */ - if (mv_x > 0.0) /* 1st quadrant */ - { - assert (mv_y < 0.0); - if (mv_tan <= slope_tan) - return MV_SOLID; - else - return MV_NON_SOLID; - } - /* down and left */ - else if (mv_x < 0.0) /* 3rd quadrant */ - { - assert (mv_y > 0.0); - if (mv_tan >= slope_tan) - return MV_SOLID; - else - return MV_NON_SOLID; - } - - assert (1 != 1); - return (-1); - -#undef MV_NON_SOLID -#undef MV_SOLID -} /* int check_movement_unisolid */ - -int is_above_line (float l_x, float l_y, float m, - float p_x, float p_y) -{ - float interp_y = (l_y + (m * (p_x - l_x))); - if (interp_y == p_y) - return (1); - else if (interp_y > p_y) - return (1); - else - return (0); -} - -int is_below_line (float l_x, float l_y, float m, - float p_x, float p_y) -{ - if (is_above_line (l_x, l_y, m, p_x, p_y)) - return (0); - else - return (1); -} - -int check_position_unisolid (const Rectf& obj_bbox, - const Rectf& tile_bbox, - const Tile* tile) -{ - int slope_info; - float tile_x; - float tile_y; - float gradient; - float delta_x; - float delta_y; - float obj_x; - float obj_y; - -#define POS_NON_SOLID 0 -#define POS_SOLID 1 - - /* If this is not a slope, this is - again - easy */ - if ((tile->getAttributes() & Tile::SLOPE) == 0) - { - if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ()) - return POS_SOLID; - else - return POS_NON_SOLID; - } - - /* There are 20 different cases. For each case, calculate a line that - * describes the slope's surface. The line is defined by x, y, and m, the - * gradient. */ - slope_info = tile->getData(); - switch (slope_info - & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK)) - { - case AATriangle::SOUTHWEST: - case AATriangle::SOUTHWEST | DEFORM_TOP: - case AATriangle::SOUTHWEST | DEFORM_LEFT: - case AATriangle::NORTHEAST: - case AATriangle::NORTHEAST | DEFORM_TOP: - case AATriangle::NORTHEAST | DEFORM_LEFT: - tile_x = tile_bbox.get_left (); - tile_y = tile_bbox.get_top (); - gradient = 1.0; - break; - - case AATriangle::SOUTHEAST: - case AATriangle::SOUTHEAST | DEFORM_TOP: - case AATriangle::SOUTHEAST | DEFORM_RIGHT: - case AATriangle::NORTHWEST: - case AATriangle::NORTHWEST | DEFORM_TOP: - case AATriangle::NORTHWEST | DEFORM_RIGHT: - tile_x = tile_bbox.get_right (); - tile_y = tile_bbox.get_top (); - gradient = -1.0; - break; - - case AATriangle::SOUTHEAST | DEFORM_BOTTOM: - case AATriangle::SOUTHEAST | DEFORM_LEFT: - case AATriangle::NORTHWEST | DEFORM_BOTTOM: - case AATriangle::NORTHWEST | DEFORM_LEFT: - tile_x = tile_bbox.get_left (); - tile_y = tile_bbox.get_bottom (); - gradient = -1.0; - break; - - case AATriangle::SOUTHWEST | DEFORM_BOTTOM: - case AATriangle::SOUTHWEST | DEFORM_RIGHT: - case AATriangle::NORTHEAST | DEFORM_BOTTOM: - case AATriangle::NORTHEAST | DEFORM_RIGHT: - tile_x = tile_bbox.get_right (); - tile_y = tile_bbox.get_bottom (); - gradient = 1.0; - break; - - default: - assert (23 == 42); - } - - /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the - * sign of the values only. Also, we determine here which corner of the - * object's bounding box is the interesting one for us. */ - delta_x = 1.0 * SHIFT_DELTA; - delta_y = 1.0 * SHIFT_DELTA; - switch (slope_info & AATriangle::DIRECTION_MASK) - { - case AATriangle::SOUTHWEST: - delta_x *= 1.0; - delta_y *= -1.0; - obj_x = obj_bbox.get_left (); - obj_y = obj_bbox.get_bottom (); - break; - - case AATriangle::SOUTHEAST: - delta_x *= -1.0; - delta_y *= -1.0; - obj_x = obj_bbox.get_right (); - obj_y = obj_bbox.get_bottom (); - break; - - case AATriangle::NORTHWEST: - delta_x *= 1.0; - delta_y *= 1.0; - obj_x = obj_bbox.get_left (); - obj_y = obj_bbox.get_top (); - break; - - case AATriangle::NORTHEAST: - delta_x *= -1.0; - delta_y *= 1.0; - obj_x = obj_bbox.get_right (); - obj_y = obj_bbox.get_top (); - break; - } - - /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg - * cases. */ - switch (slope_info & AATriangle::DEFORM_MASK) - { - case 0: - delta_x *= .70710678118654752440; /* 1/sqrt(2) */ - delta_y *= .70710678118654752440; /* 1/sqrt(2) */ - break; - - case DEFORM_BOTTOM: - case DEFORM_TOP: - delta_x *= .44721359549995793928; /* 1/sqrt(5) */ - delta_y *= .89442719099991587856; /* 2/sqrt(5) */ - gradient *= 0.5; - break; - - case DEFORM_LEFT: - case DEFORM_RIGHT: - delta_x *= .89442719099991587856; /* 2/sqrt(5) */ - delta_y *= .44721359549995793928; /* 1/sqrt(5) */ - gradient *= 2.0; - break; - } - - /* With a south slope, check if all points are above the line. If one point - * isn't, the slope is not solid. => You can pass through a south-slope from - * below but not from above. */ - if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST) - || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST)) - { - if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y)) - return (POS_NON_SOLID); - else - return (POS_SOLID); - } - /* northwest or northeast. Same as above, but inverted. You can pass from top - * to bottom but not vice versa. */ - else - { - if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y)) - return (POS_NON_SOLID); - else - return (POS_SOLID); - } - -#undef POS_NON_SOLID -#undef POS_SOLID -} /* int check_position_unisolid */ - void Sector::collision_tilemap(collision::Constraints* constraints, const Vector& movement, const Rectf& dest, @@ -1254,7 +1010,7 @@ Sector::collision_tilemap(collision::Constraints* constraints, float y1 = dest.get_top(); float y2 = dest.get_bottom(); - for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; // test with all tiles in this rectangle @@ -1266,44 +1022,34 @@ Sector::collision_tilemap(collision::Constraints* constraints, if(!tile) continue; // skip non-solid tiles - if((tile->getAttributes() & Tile::SOLID) == 0) + if(!tile->is_solid ()) continue; Rectf tile_bbox = solids->get_tile_bbox(x, y); - // only handle unisolid when the player is falling down and when he was - // above the tile before - if(tile->getAttributes() & Tile::UNISOLID) { - int status; - - /* Check if the tile is solid given the current movement. This works - * for south-slopes (which are solid when moving "down") and - * north-slopes (which are solid when moving "up". "up" and "down" is - * in quotation marks because because the slope's gradient is taken - * into account. This is more complex than just checking for (y > 0). - * --octo */ - status = check_movement_unisolid (movement, tile); - /* If zero is returned, the unisolid tile is non-solid. */ - if (status == 0) - continue; + /* 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); - /* Check whether the object is already *in* the tile. If so, the tile - * is non-solid. Otherwise, if the object is "above" (south slopes) - * or "below" (north slopes), the tile will be solid. */ - status = check_position_unisolid (object.get_bbox(), tile_bbox, tile); - if (status == 0) + if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement)) continue; - } + } /* if (tile->is_unisolid ()) */ - 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(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, tile_bbox, NULL, NULL, solids->get_movement()); + check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL, + solids->get_movement(/* actual = */ false)); } } } @@ -1319,7 +1065,7 @@ Sector::collision_tile_attributes(const Rectf& dest) const float y2 = dest.p2.y; uint32_t result = 0; - for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; // test with all tiles in this rectangle @@ -1425,8 +1171,7 @@ Sector::collision_static(collision::Constraints* constraints, collision_tilemap(constraints, movement, dest, object); // collision with other (static) objects - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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) @@ -1449,8 +1194,6 @@ 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); @@ -1458,18 +1201,18 @@ 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()) { @@ -1490,12 +1233,12 @@ 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; @@ -1503,16 +1246,16 @@ 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(); } } @@ -1526,9 +1269,9 @@ 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 @@ -1551,8 +1294,7 @@ Sector::handle_collisions() using namespace collision; // calculate destination positions of the objects - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* moving_object = *i; Vector mov = moving_object->get_movement(); @@ -1567,8 +1309,7 @@ Sector::handle_collisions() } // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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 @@ -1580,8 +1321,7 @@ Sector::handle_collisions() } // part2: COLGROUP_MOVING vs tile attributes - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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 @@ -1596,16 +1336,14 @@ Sector::handle_collisions() } // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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->is_valid()) continue; - for(MovingObjects::iterator i2 = moving_objects.begin(); - i2 != moving_objects.end(); ++i2) { + for(auto i2 = moving_objects.begin(); i2 != moving_objects.end(); ++i2) { MovingObject* moving_object_2 = *i2; if(moving_object_2->get_group() != COLGROUP_TOUCHABLE || !moving_object_2->is_valid()) @@ -1628,8 +1366,7 @@ Sector::handle_collisions() } // part3: COLGROUP_MOVING vs COLGROUP_MOVING - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* moving_object = *i; if((moving_object->get_group() != COLGROUP_MOVING @@ -1637,8 +1374,7 @@ Sector::handle_collisions() || !moving_object->is_valid()) continue; - for(MovingObjects::iterator i2 = i+1; - i2 != moving_objects.end(); ++i2) { + for(auto i2 = i+1; i2 != moving_objects.end(); ++i2) { MovingObject* moving_object_2 = *i2; if((moving_object_2->get_group() != COLGROUP_MOVING && moving_object_2->get_group() != COLGROUP_MOVING_STATIC) @@ -1650,8 +1386,7 @@ Sector::handle_collisions() } // apply object movement - for(MovingObjects::iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) { MovingObject* moving_object = *i; moving_object->bbox = moving_object->dest; @@ -1664,7 +1399,7 @@ Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const { using namespace collision; - for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; // test with all tiles in this rectangle @@ -1676,9 +1411,9 @@ 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()); @@ -1702,8 +1437,7 @@ Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, if (!is_free_of_tiles(rect, ignoreUnisolid)) return false; - for(MovingObjects::const_iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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; @@ -1722,8 +1456,7 @@ Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_o if (!is_free_of_tiles(rect)) return false; - for(MovingObjects::const_iterator i = moving_objects.begin(); - i != moving_objects.end(); ++i) { + for(auto 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; @@ -1738,28 +1471,9 @@ Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_o } bool -Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir) -{ - // TODO remove this function and move these checks elsewhere... - - Bullet* new_bullet = 0; - 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"); - - return true; -} - -bool Sector::add_smoke_cloud(const Vector& pos) { - add_object(new SmokeCloud(pos)); + add_object(std::make_shared(pos)); return true; } @@ -1769,16 +1483,16 @@ 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; } } @@ -1793,9 +1507,8 @@ int Sector::get_total_badguys() { int total_badguys = 0; - for(GameObjects::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - BadGuy* badguy = dynamic_cast (*i); + for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) { + BadGuy* badguy = dynamic_cast(i->get()); if (badguy && badguy->countMe) total_badguys++; } @@ -1806,7 +1519,7 @@ Sector::get_total_badguys() bool Sector::inside(const Rectf& rect) const { - for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; Rectf bbox = solids->get_bbox(); @@ -1822,8 +1535,7 @@ float Sector::get_width() const { float width = 0; - for(std::list::const_iterator i = solid_tilemaps.begin(); - i != solid_tilemaps.end(); i++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; width = std::max(width, solids->get_bbox().get_right()); } @@ -1835,7 +1547,7 @@ float Sector::get_height() const { float height = 0; - for(std::list::const_iterator i = solid_tilemaps.begin(); + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; height = std::max(height, solids->get_bbox().get_bottom()); @@ -1847,7 +1559,7 @@ Sector::get_height() const 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++) { + for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { TileMap* solids = *i; solids->change_all(old_tile_id, new_tile_id); } @@ -1880,10 +1592,10 @@ 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 @@ -1892,4 +1604,50 @@ 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 (auto 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 */