3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
33 #include "object/player.hpp"
34 #include "object/gameobjs.hpp"
35 #include "object/camera.hpp"
36 #include "object/background.hpp"
37 #include "object/gradient.hpp"
38 #include "object/particlesystem.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/tilemap.hpp"
41 #include "lisp/parser.hpp"
42 #include "lisp/lisp.hpp"
43 #include "lisp/writer.hpp"
44 #include "lisp/list_iterator.hpp"
46 #include "audio/sound_manager.hpp"
47 #include "game_session.hpp"
48 #include "resources.hpp"
49 #include "statistics.hpp"
50 #include "object_factory.hpp"
51 #include "collision.hpp"
52 #include "spawn_point.hpp"
53 #include "math/rect.hpp"
54 #include "math/aatriangle.hpp"
55 #include "object/coin.hpp"
56 #include "object/block.hpp"
57 #include "object/invisible_block.hpp"
58 #include "object/light.hpp"
59 #include "object/pulsing_light.hpp"
60 #include "object/bullet.hpp"
61 #include "object/text_object.hpp"
62 #include "object/portable.hpp"
63 #include "badguy/jumpy.hpp"
64 #include "trigger/sequence_trigger.hpp"
65 #include "player_status.hpp"
66 #include "scripting/squirrel_util.hpp"
67 #include "script_interface.hpp"
70 Sector* Sector::_current = 0;
72 bool Sector::show_collrects = false;
73 bool Sector::draw_solids_only = false;
75 Sector::Sector(Level* parent)
76 : level(parent), currentmusic(LEVEL_MUSIC),
77 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10), player(0), camera(0)
79 add_object(new Player(player_status, "Tux"));
80 add_object(new DisplayEffect("Effect"));
81 add_object(new TextObject("Text"));
83 // create a new squirrel table for the sector
84 using namespace Scripting;
86 sq_collectgarbage(global_vm);
88 sq_newtable(global_vm);
89 sq_pushroottable(global_vm);
90 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
91 throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
93 sq_resetobject(§or_table);
94 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
95 throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
96 sq_addref(global_vm, §or_table);
102 using namespace Scripting;
106 for(ScriptList::iterator i = scripts.begin();
107 i != scripts.end(); ++i) {
108 HSQOBJECT& object = *i;
109 sq_release(global_vm, &object);
111 sq_release(global_vm, §or_table);
112 sq_collectgarbage(global_vm);
114 update_game_objects();
115 assert(gameobjects_new.size() == 0);
117 for(GameObjects::iterator i = gameobjects.begin();
118 i != gameobjects.end(); ++i) {
119 GameObject* object = *i;
120 before_object_remove(object);
124 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
136 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
138 if(name == "camera") {
139 Camera* camera = new Camera(this, "Camera");
140 camera->parse(reader);
142 } else if(name == "particles-snow") {
143 SnowParticleSystem* partsys = new SnowParticleSystem();
144 partsys->parse(reader);
146 } else if(name == "particles-rain") {
147 RainParticleSystem* partsys = new RainParticleSystem();
148 partsys->parse(reader);
150 } else if(name == "particles-comets") {
151 CometParticleSystem* partsys = new CometParticleSystem();
152 partsys->parse(reader);
154 } else if(name == "particles-ghosts") {
155 GhostParticleSystem* partsys = new GhostParticleSystem();
156 partsys->parse(reader);
158 } else if(name == "particles-clouds") {
159 CloudParticleSystem* partsys = new CloudParticleSystem();
160 partsys->parse(reader);
162 } else if(name == "money") { // for compatibility with old maps
163 return new Jumpy(reader);
167 return create_object(name, reader);
168 } catch(std::exception& e) {
169 log_warning << e.what() << "" << std::endl;
176 Sector::parse(const lisp::Lisp& sector)
178 lisp::ListIterator iter(§or);
180 const std::string& token = iter.item();
181 if(token == "name") {
182 iter.value()->get(name);
183 } else if(token == "gravity") {
184 iter.value()->get(gravity);
185 } else if(token == "music") {
186 iter.value()->get(music);
187 } else if(token == "spawnpoint") {
188 SpawnPoint* sp = new SpawnPoint(iter.lisp());
189 spawnpoints.push_back(sp);
190 } else if(token == "init-script") {
191 iter.value()->get(init_script);
192 } else if(token == "ambient-light") {
193 std::vector<float> vColor;
194 sector.get_vector( "ambient-light", vColor );
195 if(vColor.size() < 3) {
196 log_warning << "(ambient-light) requires a color as argument" << std::endl;
198 ambient_light = Color( vColor );
201 GameObject* object = parse_object(token, *(iter.lisp()));
208 update_game_objects();
210 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
214 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
215 update_game_objects();
216 add_object(new Camera(this, "Camera"));
219 update_game_objects();
223 Sector::parse_old_format(const lisp::Lisp& reader)
226 reader.get("gravity", gravity);
228 std::string backgroundimage;
229 reader.get("background", backgroundimage);
230 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
232 reader.get("bkgd_speed", bgspeed);
235 Color bkgd_top, bkgd_bottom;
236 int r = 0, g = 0, b = 128;
237 reader.get("bkgd_red_top", r);
238 reader.get("bkgd_green_top", g);
239 reader.get("bkgd_blue_top", b);
240 bkgd_top.red = static_cast<float> (r) / 255.0f;
241 bkgd_top.green = static_cast<float> (g) / 255.0f;
242 bkgd_top.blue = static_cast<float> (b) / 255.0f;
244 reader.get("bkgd_red_bottom", r);
245 reader.get("bkgd_green_bottom", g);
246 reader.get("bkgd_blue_bottom", b);
247 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
248 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
249 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
251 if(backgroundimage != "") {
252 Background* background = new Background();
253 background->set_image(
254 std::string("images/background/") + backgroundimage, bgspeed);
255 add_object(background);
257 Gradient* gradient = new Gradient();
258 gradient->set_gradient(bkgd_top, bkgd_bottom);
259 add_object(gradient);
262 std::string particlesystem;
263 reader.get("particle_system", particlesystem);
264 if(particlesystem == "clouds")
265 add_object(new CloudParticleSystem());
266 else if(particlesystem == "snow")
267 add_object(new SnowParticleSystem());
268 else if(particlesystem == "rain")
269 add_object(new RainParticleSystem());
271 Vector startpos(100, 170);
272 reader.get("start_pos_x", startpos.x);
273 reader.get("start_pos_y", startpos.y);
275 SpawnPoint* spawn = new SpawnPoint;
276 spawn->pos = startpos;
277 spawn->name = "main";
278 spawnpoints.push_back(spawn);
280 music = "chipdisko.ogg";
281 reader.get("music", music);
282 music = "music/" + music;
284 int width = 30, height = 15;
285 reader.get("width", width);
286 reader.get("height", height);
288 std::vector<unsigned int> tiles;
289 if(reader.get_vector("interactive-tm", tiles)
290 || reader.get_vector("tilemap", tiles)) {
291 TileMap* tilemap = new TileMap();
292 tilemap->set(width, height, tiles, LAYER_TILES, true);
294 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
295 for(size_t x=0; x < tilemap->get_width(); ++x) {
296 for(size_t y=0; y < tilemap->get_height(); ++y) {
297 const Tile* tile = tilemap->get_tile(x, y);
298 if(tile->getID() == 112) tilemap->change(x, y, 1311);
305 if(reader.get_vector("background-tm", tiles)) {
306 TileMap* tilemap = new TileMap();
307 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
311 if(reader.get_vector("foreground-tm", tiles)) {
312 TileMap* tilemap = new TileMap();
313 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
317 // read reset-points (now spawn-points)
318 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
320 lisp::ListIterator iter(resetpoints);
322 if(iter.item() == "point") {
324 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
326 SpawnPoint* sp = new SpawnPoint;
329 spawnpoints.push_back(sp);
332 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
338 const lisp::Lisp* objects = reader.get_lisp("objects");
340 lisp::ListIterator iter(objects);
342 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
346 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
352 Camera* camera = new Camera(this, "Camera");
355 update_game_objects();
357 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
360 update_game_objects();
364 Sector::fix_old_tiles()
366 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
367 TileMap* solids = *i;
368 for(size_t x=0; x < solids->get_width(); ++x) {
369 for(size_t y=0; y < solids->get_height(); ++y) {
370 const Tile* tile = solids->get_tile(x, y);
371 Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
373 if(tile->getID() == 112) {
374 add_object(new InvisibleBlock(pos));
375 solids->change(x, y, 0);
376 } else if(tile->getAttributes() & Tile::COIN) {
377 add_object(new Coin(pos));
378 solids->change(x, y, 0);
379 } else if(tile->getAttributes() & Tile::FULLBOX) {
380 add_object(new BonusBlock(pos, tile->getData()));
381 solids->change(x, y, 0);
382 } else if(tile->getAttributes() & Tile::BRICK) {
383 add_object(new Brick(pos, tile->getData()));
384 solids->change(x, y, 0);
385 } else if(tile->getAttributes() & Tile::GOAL) {
386 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
387 add_object(new SequenceTrigger(pos, sequence));
388 solids->change(x, y, 0);
394 // add lights for special tiles
395 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
396 TileMap* tm = dynamic_cast<TileMap*>(*i);
398 for(size_t x=0; x < tm->get_width(); ++x) {
399 for(size_t y=0; y < tm->get_height(); ++y) {
400 const Tile* tile = tm->get_tile(x, y);
401 Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
402 Vector center(pos.x + 16, pos.y + 16);
405 if (tile->getID() == 1517) {
406 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
407 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.9, 1.0, Color(1.0, 1.0, 0.6, 1.0)));
410 if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
411 // space lights a bit
412 if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
413 && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
414 || ((x % 3 == 0) && (y % 3 == 0))) {
415 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
416 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.8, 1.0, Color(1.0, 0.3, 0.0, 1.0)));
428 Sector::write(lisp::Writer& writer)
430 writer.write_string("name", name);
431 writer.write_float("gravity", gravity);
432 writer.write_string("music", music);
435 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
437 SpawnPoint* spawn = *i;
438 writer.start_list("spawn-points");
439 writer.write_string("name", spawn->name);
440 writer.write_float("x", spawn->pos.x);
441 writer.write_float("y", spawn->pos.y);
442 writer.end_list("spawn-points");
446 for(GameObjects::iterator i = gameobjects.begin();
447 i != gameobjects.end(); ++i) {
448 Serializable* serializable = dynamic_cast<Serializable*> (*i);
450 serializable->write(writer);
455 Sector::run_script(std::istream& in, const std::string& sourcename)
457 using namespace Scripting;
459 // garbage collect thread list
460 for(ScriptList::iterator i = scripts.begin();
461 i != scripts.end(); ) {
462 HSQOBJECT& object = *i;
463 HSQUIRRELVM vm = object_to_vm(object);
465 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
466 sq_release(global_vm, &object);
467 i = scripts.erase(i);
474 HSQOBJECT object = create_thread(global_vm);
475 scripts.push_back(object);
477 HSQUIRRELVM vm = object_to_vm(object);
479 // set sector_table as roottable for the thread
480 sq_pushobject(vm, sector_table);
483 compile_and_run(vm, in, sourcename);
489 Sector::add_object(GameObject* object)
491 // make sure the object isn't already in the list
493 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
496 assert("object already added to sector" == 0);
499 for(GameObjects::iterator i = gameobjects_new.begin();
500 i != gameobjects_new.end(); ++i) {
502 assert("object already added to sector" == 0);
508 gameobjects_new.push_back(object);
512 Sector::activate(const std::string& spawnpoint)
515 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
517 if((*i)->name == spawnpoint) {
523 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
524 if(spawnpoint != "main") {
527 activate(Vector(0, 0));
535 Sector::activate(const Vector& player_pos)
537 if(_current != this) {
539 _current->deactivate();
542 // register sectortable as sector in scripting
543 HSQUIRRELVM vm = Scripting::global_vm;
544 sq_pushroottable(vm);
545 sq_pushstring(vm, "sector", -1);
546 sq_pushobject(vm, sector_table);
547 if(SQ_FAILED(sq_createslot(vm, -3)))
548 throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
551 for(GameObjects::iterator i = gameobjects.begin();
552 i != gameobjects.end(); ++i) {
553 GameObject* object = *i;
560 // spawn smalltux below spawnpoint
561 if (!player->is_big()) {
562 player->move(player_pos + Vector(0,32));
564 player->move(player_pos);
567 // spawning tux in the ground would kill him
568 if(!is_free_of_tiles(player->get_bbox())) {
569 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
570 Vector npos = player->get_bbox().p1;
575 camera->reset(player->get_pos());
576 update_game_objects();
579 if(init_script != "") {
580 std::istringstream in(init_script);
581 run_script(in, std::string("Sector(") + name + ") - init");
591 // remove sector entry from global vm
592 HSQUIRRELVM vm = Scripting::global_vm;
593 sq_pushroottable(vm);
594 sq_pushstring(vm, "sector", -1);
595 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
596 throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
599 for(GameObjects::iterator i = gameobjects.begin();
600 i != gameobjects.end(); ++i) {
601 GameObject* object = *i;
603 try_unexpose(object);
611 Sector::get_active_region()
614 camera->get_translation() - Vector(1600, 1200),
615 camera->get_translation() + Vector(1600, 1200));
619 Sector::update(float elapsed_time)
621 player->check_bounds(camera);
624 for(GameObjects::iterator i = gameobjects.begin();
625 i != gameobjects.end(); ++i) {
626 GameObject* object = *i;
627 if(!object->is_valid())
630 object->update(elapsed_time);
633 /* Handle all possible collisions. */
635 update_game_objects();
639 Sector::update_game_objects()
641 /** cleanup marked objects */
642 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
643 i != gameobjects.end(); /* nothing */) {
644 GameObject* object = *i;
646 if(object->is_valid()) {
651 before_object_remove(object);
654 i = gameobjects.erase(i);
657 /* add newly created objects */
658 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
659 i != gameobjects_new.end(); ++i)
661 GameObject* object = *i;
663 before_object_add(object);
665 gameobjects.push_back(object);
667 gameobjects_new.clear();
671 Sector::before_object_add(GameObject* object)
673 Bullet* bullet = dynamic_cast<Bullet*> (object);
675 bullets.push_back(bullet);
678 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
679 if(movingobject != NULL) {
680 moving_objects.push_back(movingobject);
683 Portable* portable = dynamic_cast<Portable*> (object);
684 if(portable != NULL) {
685 portables.push_back(portable);
688 TileMap* tilemap = dynamic_cast<TileMap*> (object);
689 if(tilemap != NULL && tilemap->is_solid()) {
690 solid_tilemaps.push_back(tilemap);
693 Camera* camera = dynamic_cast<Camera*> (object);
695 if(this->camera != 0) {
696 log_warning << "Multiple cameras added. Ignoring" << std::endl;
699 this->camera = camera;
702 Player* player = dynamic_cast<Player*> (object);
704 if(this->player != 0) {
705 log_warning << "Multiple players added. Ignoring" << std::endl;
708 this->player = player;
711 if(_current == this) {
719 Sector::try_expose(GameObject* object)
721 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
722 if(interface != NULL) {
723 HSQUIRRELVM vm = Scripting::global_vm;
724 sq_pushobject(vm, sector_table);
725 interface->expose(vm, -1);
731 Sector::try_expose_me()
733 HSQUIRRELVM vm = Scripting::global_vm;
734 sq_pushobject(vm, sector_table);
735 Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
736 expose_object(vm, -1, interface, "settings", false);
741 Sector::before_object_remove(GameObject* object)
743 Portable* portable = dynamic_cast<Portable*> (object);
744 if(portable != NULL) {
745 portables.erase(std::find(portables.begin(), portables.end(), portable));
747 Bullet* bullet = dynamic_cast<Bullet*> (object);
749 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
751 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
752 if(moving_object != NULL) {
753 moving_objects.erase(
754 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
758 try_unexpose(object);
762 Sector::try_unexpose(GameObject* object)
764 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
765 if(interface != NULL) {
766 HSQUIRRELVM vm = Scripting::global_vm;
767 SQInteger oldtop = sq_gettop(vm);
768 sq_pushobject(vm, sector_table);
770 interface->unexpose(vm, -1);
771 } catch(std::exception& e) {
772 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
774 sq_settop(vm, oldtop);
779 Sector::try_unexpose_me()
781 HSQUIRRELVM vm = Scripting::global_vm;
782 SQInteger oldtop = sq_gettop(vm);
783 sq_pushobject(vm, sector_table);
785 Scripting::unexpose_object(vm, -1, "settings");
786 } catch(std::exception& e) {
787 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
789 sq_settop(vm, oldtop);
792 Sector::draw(DrawingContext& context)
794 context.set_ambient_color( ambient_light );
795 context.push_transform();
796 context.set_translation(camera->get_translation());
798 for(GameObjects::iterator i = gameobjects.begin();
799 i != gameobjects.end(); ++i) {
800 GameObject* object = *i;
801 if(!object->is_valid())
804 if (draw_solids_only)
806 TileMap* tm = dynamic_cast<TileMap*>(object);
807 if (tm && !tm->is_solid())
811 object->draw(context);
815 Color col(0.2, 0.2, 0.2, 0.7);
816 for(MovingObjects::iterator i = moving_objects.begin();
817 i != moving_objects.end(); ++i) {
818 MovingObject* object = *i;
819 const Rect& rect = object->get_bbox();
821 context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
825 context.pop_transform();
828 /*-------------------------------------------------------------------------
829 * Collision Detection
830 *-------------------------------------------------------------------------*/
832 static const float SHIFT_DELTA = 7.0f;
834 /** r1 is supposed to be moving, r2 a solid object */
835 void check_collisions(collision::Constraints* constraints,
836 const Vector& movement, const Rect& r1, const Rect& r2,
837 GameObject* object = NULL, MovingObject* other = NULL)
839 if(!collision::intersects(r1, r2))
842 // calculate intersection
843 float itop = r1.get_bottom() - r2.get_top();
844 float ibottom = r2.get_bottom() - r1.get_top();
845 float ileft = r1.get_right() - r2.get_left();
846 float iright = r2.get_right() - r1.get_left();
848 if(fabsf(movement.y) > fabsf(movement.x)) {
849 if(ileft < SHIFT_DELTA) {
850 constraints->right = std::min(constraints->right, r2.get_left());
852 } else if(iright < SHIFT_DELTA) {
853 constraints->left = std::max(constraints->left, r2.get_right());
857 // shiftout bottom/top
858 if(itop < SHIFT_DELTA) {
859 constraints->bottom = std::min(constraints->bottom, r2.get_top());
861 } else if(ibottom < SHIFT_DELTA) {
862 constraints->top = std::max(constraints->top, r2.get_bottom());
869 HitResponse response = other->collision(*object, dummy);
870 if(response == PASSTHROUGH)
872 if(other->get_movement() != Vector(0, 0)) {
873 // TODO what todo when we collide with 2 moving objects?!?
874 constraints->ground_movement = other->get_movement();
878 float vert_penetration = std::min(itop, ibottom);
879 float horiz_penetration = std::min(ileft, iright);
880 if(vert_penetration < horiz_penetration) {
882 constraints->bottom = std::min(constraints->bottom, r2.get_top());
883 constraints->hit.bottom = true;
885 constraints->top = std::max(constraints->top, r2.get_bottom());
886 constraints->hit.top = true;
890 constraints->right = std::min(constraints->right, r2.get_left());
891 constraints->hit.right = true;
893 constraints->left = std::max(constraints->left, r2.get_right());
894 constraints->hit.left = true;
899 static const float DELTA = .001;
902 Sector::collision_tilemap(collision::Constraints* constraints,
903 const Vector& movement, const Rect& dest) const
905 // calculate rectangle where the object will move
906 float x1 = dest.get_left();
907 float x2 = dest.get_right();
908 float y1 = dest.get_top();
909 float y2 = dest.get_bottom();
911 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
912 TileMap* solids = *i;
914 // test with all tiles in this rectangle
915 int starttilex = int(x1 - solids->get_x_offset()) / 32;
916 int starttiley = int(y1 - solids->get_y_offset()) / 32;
917 int max_x = int(x2 - solids->get_x_offset());
918 int max_y = int(y2+1 - solids->get_y_offset());
920 for(int x = starttilex; x*32 < max_x; ++x) {
921 for(int y = starttiley; y*32 < max_y; ++y) {
922 const Tile* tile = solids->get_tile(x, y);
925 // skip non-solid tiles
926 if((tile->getAttributes() & Tile::SOLID) == 0)
928 // only handle unisolid when the player is falling down and when he was
929 // above the tile before
930 if(tile->getAttributes() & Tile::UNISOLID) {
931 if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
935 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
937 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
938 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
939 triangle = AATriangle(p1, p2, tile->getData());
941 collision::rectangle_aatriangle(constraints, dest, triangle);
942 } else { // normal rectangular tile
943 Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
944 check_collisions(constraints, movement, dest, rect);
952 Sector::collision_tile_attributes(const Rect& dest) const
954 float x1 = dest.p1.x;
955 float y1 = dest.p1.y;
956 float x2 = dest.p2.x;
957 float y2 = dest.p2.y;
960 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
961 TileMap* solids = *i;
963 // test with all tiles in this rectangle
964 int starttilex = int(x1 - solids->get_x_offset()) / 32;
965 int starttiley = int(y1 - solids->get_y_offset()) / 32;
966 int max_x = int(x2 - solids->get_x_offset());
967 int max_y = int(y2+1 - solids->get_y_offset());
969 for(int x = starttilex; x*32 < max_x; ++x) {
970 for(int y = starttiley; y*32 < max_y; ++y) {
971 const Tile* tile = solids->get_tile(x, y);
974 result |= tile->getAttributes();
982 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
983 static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
986 float itop = r1.get_bottom() - r2.get_top();
987 float ibottom = r2.get_bottom() - r1.get_top();
988 float ileft = r1.get_right() - r2.get_left();
989 float iright = r2.get_right() - r1.get_left();
991 float vert_penetration = std::min(itop, ibottom);
992 float horiz_penetration = std::min(ileft, iright);
993 if(vert_penetration < horiz_penetration) {
996 normal.y = vert_penetration;
999 normal.y = -vert_penetration;
1002 if(ileft < iright) {
1004 normal.x = horiz_penetration;
1007 normal.x = -horiz_penetration;
1013 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1015 using namespace collision;
1017 const Rect& r1 = object1->dest;
1018 const Rect& r2 = object2->dest;
1021 if(intersects(object1->dest, object2->dest)) {
1023 get_hit_normal(r1, r2, hit, normal);
1025 HitResponse response1 = object1->collision(*object2, hit);
1026 std::swap(hit.left, hit.right);
1027 std::swap(hit.top, hit.bottom);
1028 HitResponse response2 = object2->collision(*object1, hit);
1029 assert( response1 != SOLID && response1 != PASSTHROUGH );
1030 assert( response2 != SOLID && response2 != PASSTHROUGH );
1031 if(response1 == CONTINUE && response2 == CONTINUE) {
1032 normal *= (0.5 + DELTA);
1033 object1->dest.move(-normal);
1034 object2->dest.move(normal);
1035 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1036 normal *= (1 + DELTA);
1037 object1->dest.move(-normal);
1038 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1039 normal *= (1 + DELTA);
1040 object2->dest.move(normal);
1046 Sector::collision_static(collision::Constraints* constraints,
1047 const Vector& movement, const Rect& dest,
1050 collision_tilemap(constraints, movement, dest);
1052 // collision with other (static) objects
1053 for(MovingObjects::iterator i = moving_objects.begin();
1054 i != moving_objects.end(); ++i) {
1055 MovingObject* moving_object = *i;
1056 if(moving_object->get_group() != COLGROUP_STATIC
1057 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1059 if(!moving_object->is_valid())
1062 if(moving_object != &object)
1063 check_collisions(constraints, movement, dest, moving_object->bbox,
1064 &object, moving_object);
1069 Sector::collision_static_constrains(MovingObject& object)
1071 using namespace collision;
1072 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1074 Constraints constraints;
1075 Vector movement = object.get_movement();
1076 Rect& dest = object.dest;
1077 float owidth = object.get_bbox().get_width();
1078 float oheight = object.get_bbox().get_height();
1080 for(int i = 0; i < 2; ++i) {
1081 collision_static(&constraints, Vector(0, movement.y), dest, object);
1082 if(!constraints.has_constraints())
1085 // apply calculated horizontal constraints
1086 if(constraints.bottom < infinity) {
1087 float height = constraints.bottom - constraints.top;
1088 if(height < oheight) {
1089 // we're crushed, but ignore this for now, we'll get this again
1090 // later if we're really crushed or things will solve itself when
1091 // looking at the vertical constraints
1093 dest.p2.y = constraints.bottom - DELTA;
1094 dest.p1.y = dest.p2.y - oheight;
1095 } else if(constraints.top > -infinity) {
1096 dest.p1.y = constraints.top + DELTA;
1097 dest.p2.y = dest.p1.y + oheight;
1100 if(constraints.has_constraints()) {
1101 if(constraints.hit.bottom) {
1102 dest.move(constraints.ground_movement);
1104 if(constraints.hit.top || constraints.hit.bottom) {
1105 constraints.hit.left = false;
1106 constraints.hit.right = false;
1107 object.collision_solid(constraints.hit);
1111 constraints = Constraints();
1112 for(int i = 0; i < 2; ++i) {
1113 collision_static(&constraints, movement, dest, object);
1114 if(!constraints.has_constraints())
1117 // apply calculated vertical constraints
1118 if(constraints.right < infinity) {
1119 float width = constraints.right - constraints.left;
1120 if(width + SHIFT_DELTA < owidth) {
1121 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1122 constraints.left, constraints.right);
1127 object.collision_solid(h);
1129 dest.p2.x = constraints.right - DELTA;
1130 dest.p1.x = dest.p2.x - owidth;
1132 } else if(constraints.left > -infinity) {
1133 dest.p1.x = constraints.left + DELTA;
1134 dest.p2.x = dest.p1.x + owidth;
1138 if(constraints.has_constraints()) {
1139 if( constraints.hit.left || constraints.hit.right
1140 || constraints.hit.top || constraints.hit.bottom
1141 || constraints.hit.crush )
1142 object.collision_solid(constraints.hit);
1145 // an extra pass to make sure we're not crushed horizontally
1146 constraints = Constraints();
1147 collision_static(&constraints, movement, dest, object);
1148 if(constraints.bottom < infinity) {
1149 float height = constraints.bottom - constraints.top;
1150 if(height + SHIFT_DELTA < oheight) {
1151 printf("Object %p crushed vertically...\n", &object);
1156 object.collision_solid(h);
1162 Sector::handle_collisions()
1164 using namespace collision;
1166 // calculate destination positions of the objects
1167 for(MovingObjects::iterator i = moving_objects.begin();
1168 i != moving_objects.end(); ++i) {
1169 MovingObject* moving_object = *i;
1171 moving_object->dest = moving_object->get_bbox();
1172 moving_object->dest.move(moving_object->get_movement());
1175 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1176 for(MovingObjects::iterator i = moving_objects.begin();
1177 i != moving_objects.end(); ++i) {
1178 MovingObject* moving_object = *i;
1179 if((moving_object->get_group() != COLGROUP_MOVING
1180 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1181 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1182 || !moving_object->is_valid())
1185 collision_static_constrains(*moving_object);
1189 // part2: COLGROUP_MOVING vs tile attributes
1190 for(MovingObjects::iterator i = moving_objects.begin();
1191 i != moving_objects.end(); ++i) {
1192 MovingObject* moving_object = *i;
1193 if((moving_object->get_group() != COLGROUP_MOVING
1194 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1195 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1196 || !moving_object->is_valid())
1199 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1200 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
1201 moving_object->collision_tile(tile_attributes);
1205 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1206 for(MovingObjects::iterator i = moving_objects.begin();
1207 i != moving_objects.end(); ++i) {
1208 MovingObject* moving_object = *i;
1209 if((moving_object->get_group() != COLGROUP_MOVING
1210 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1211 || !moving_object->is_valid())
1214 for(MovingObjects::iterator i2 = moving_objects.begin();
1215 i2 != moving_objects.end(); ++i2) {
1216 MovingObject* moving_object_2 = *i2;
1217 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1218 || !moving_object_2->is_valid())
1221 if(intersects(moving_object->dest, moving_object_2->dest)) {
1224 get_hit_normal(moving_object->dest, moving_object_2->dest,
1226 moving_object->collision(*moving_object_2, hit);
1227 moving_object_2->collision(*moving_object, hit);
1232 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1233 for(MovingObjects::iterator i = moving_objects.begin();
1234 i != moving_objects.end(); ++i) {
1235 MovingObject* moving_object = *i;
1237 if((moving_object->get_group() != COLGROUP_MOVING
1238 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1239 || !moving_object->is_valid())
1242 for(MovingObjects::iterator i2 = i+1;
1243 i2 != moving_objects.end(); ++i2) {
1244 MovingObject* moving_object_2 = *i2;
1245 if((moving_object_2->get_group() != COLGROUP_MOVING
1246 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1247 || !moving_object_2->is_valid())
1250 collision_object(moving_object, moving_object_2);
1254 // apply object movement
1255 for(MovingObjects::iterator i = moving_objects.begin();
1256 i != moving_objects.end(); ++i) {
1257 MovingObject* moving_object = *i;
1259 moving_object->bbox = moving_object->dest;
1260 moving_object->movement = Vector(0, 0);
1265 Sector::is_free_of_tiles(const Rect& rect) const
1267 using namespace collision;
1269 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1270 TileMap* solids = *i;
1272 // test with all tiles in this rectangle
1273 int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
1274 int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
1275 int max_x = int(rect.p2.x - solids->get_x_offset());
1276 int max_y = int(rect.p2.y - solids->get_y_offset());
1278 for(int x = starttilex; x*32 <= max_x; ++x) {
1279 for(int y = starttiley; y*32 <= max_y; ++y) {
1280 const Tile* tile = solids->get_tile(x, y);
1282 if(tile->getAttributes() & Tile::SLOPE) {
1283 AATriangle triangle;
1284 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
1285 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
1286 triangle = AATriangle(p1, p2, tile->getData());
1287 Constraints constraints;
1288 return collision::rectangle_aatriangle(&constraints, rect, triangle);
1290 if(tile->getAttributes() & Tile::SOLID) return false;
1299 Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object) const
1301 using namespace collision;
1303 if (!is_free_of_tiles(rect)) return false;
1305 for(MovingObjects::const_iterator i = moving_objects.begin();
1306 i != moving_objects.end(); ++i) {
1307 const MovingObject* moving_object = *i;
1308 if (moving_object == ignore_object) continue;
1309 if (!moving_object->is_valid()) continue;
1310 if (moving_object->get_group() == COLGROUP_STATIC) {
1311 if(intersects(rect, moving_object->get_bbox())) return false;
1319 Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
1321 using namespace collision;
1323 if (!is_free_of_tiles(rect)) return false;
1325 for(MovingObjects::const_iterator i = moving_objects.begin();
1326 i != moving_objects.end(); ++i) {
1327 const MovingObject* moving_object = *i;
1328 if (moving_object == ignore_object) continue;
1329 if (!moving_object->is_valid()) continue;
1330 if ((moving_object->get_group() == COLGROUP_MOVING)
1331 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1332 || (moving_object->get_group() == COLGROUP_STATIC)) {
1333 if(intersects(rect, moving_object->get_bbox())) return false;
1341 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
1343 // TODO remove this function and move these checks elsewhere...
1345 Bullet* new_bullet = 0;
1346 if((player_status->bonus == FIRE_BONUS &&
1347 (int)bullets.size() >= player_status->max_fire_bullets) ||
1348 (player_status->bonus == ICE_BONUS &&
1349 (int)bullets.size() >= player_status->max_ice_bullets))
1351 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1352 add_object(new_bullet);
1354 sound_manager->play("sounds/shoot.wav");
1360 Sector::add_smoke_cloud(const Vector& pos)
1362 add_object(new SmokeCloud(pos));
1367 Sector::play_music(MusicType type)
1369 currentmusic = type;
1370 switch(currentmusic) {
1372 sound_manager->play_music(music);
1375 sound_manager->play_music("music/salcon.ogg");
1377 case HERRING_WARNING_MUSIC:
1378 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1381 sound_manager->play_music("");
1387 Sector::get_music_type()
1389 return currentmusic;
1393 Sector::get_total_badguys()
1395 int total_badguys = 0;
1396 for(GameObjects::iterator i = gameobjects.begin();
1397 i != gameobjects.end(); ++i) {
1398 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1399 if (badguy && badguy->countMe)
1403 return total_badguys;
1407 Sector::inside(const Rect& rect) const
1409 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1410 TileMap* solids = *i;
1411 bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
1412 bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
1413 if (horizontally && vertically) return true;
1419 Sector::get_width() const
1422 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1423 TileMap* solids = *i;
1424 if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
1430 Sector::get_height() const
1433 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1434 TileMap* solids = *i;
1435 if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
1441 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1443 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1444 TileMap* solids = *i;
1445 solids->change_all(old_tile_id, new_tile_id);
1451 Sector::set_ambient_light(float red, float green, float blue)
1453 ambient_light.red = red;
1454 ambient_light.green = green;
1455 ambient_light.blue = blue;
1459 Sector::get_ambient_red()
1461 return ambient_light.red;
1465 Sector::get_ambient_green()
1467 return ambient_light.green;
1471 Sector::get_ambient_blue()
1473 return ambient_light.blue;