1 // SuperTux - A Jump'n Run
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/sector.hpp"
22 #include "audio/sound_manager.hpp"
23 #include "badguy/jumpy.hpp"
24 #include "lisp/list_iterator.hpp"
25 #include "math/aatriangle.hpp"
26 #include "object/background.hpp"
27 #include "object/bonus_block.hpp"
28 #include "object/brick.hpp"
29 #include "object/bullet.hpp"
30 #include "object/camera.hpp"
31 #include "object/cloud_particle_system.hpp"
32 #include "object/coin.hpp"
33 #include "object/comet_particle_system.hpp"
34 #include "object/display_effect.hpp"
35 #include "object/ghost_particle_system.hpp"
36 #include "object/gradient.hpp"
37 #include "object/invisible_block.hpp"
38 #include "object/particlesystem.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/player.hpp"
41 #include "object/portable.hpp"
42 #include "object/pulsing_light.hpp"
43 #include "object/rain_particle_system.hpp"
44 #include "object/smoke_cloud.hpp"
45 #include "object/snow_particle_system.hpp"
46 #include "object/text_object.hpp"
47 #include "object/tilemap.hpp"
48 #include "physfs/ifile_streambuf.hpp"
49 #include "scripting/scripting.hpp"
50 #include "scripting/squirrel_util.hpp"
51 #include "supertux/collision.hpp"
52 #include "supertux/constants.hpp"
53 #include "supertux/game_session.hpp"
54 #include "supertux/globals.hpp"
55 #include "supertux/level.hpp"
56 #include "supertux/object_factory.hpp"
57 #include "supertux/player_status.hpp"
58 #include "supertux/savegame.hpp"
59 #include "supertux/spawn_point.hpp"
60 #include "supertux/tile.hpp"
61 #include "trigger/sequence_trigger.hpp"
62 #include "util/file_system.hpp"
64 Sector* Sector::_current = 0;
66 bool Sector::show_collrects = false;
67 bool Sector::draw_solids_only = false;
69 Sector::Sector(Level* parent) :
75 currentmusic(LEVEL_MUSIC),
78 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
90 add_object(std::make_shared<Player>(GameSession::current()->get_savegame().get_player_status(), "Tux"));
91 add_object(std::make_shared<DisplayEffect>("Effect"));
92 add_object(std::make_shared<TextObject>("Text"));
94 SoundManager::current()->preload("sounds/shoot.wav");
96 // create a new squirrel table for the sector
97 using namespace scripting;
99 sq_collectgarbage(global_vm);
101 sq_newtable(global_vm);
102 sq_pushroottable(global_vm);
103 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
104 throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
106 sq_resetobject(§or_table);
107 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
108 throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
109 sq_addref(global_vm, §or_table);
110 sq_pop(global_vm, 1);
115 using namespace scripting;
119 for(auto i = scripts.begin(); i != scripts.end(); ++i) {
120 HSQOBJECT& object = *i;
121 sq_release(global_vm, &object);
123 sq_release(global_vm, §or_table);
124 sq_collectgarbage(global_vm);
126 update_game_objects();
127 assert(gameobjects_new.size() == 0);
129 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
130 GameObjectPtr object = *i;
131 before_object_remove(object);
142 Sector::parse_object(const std::string& name_, const Reader& reader)
144 if(name_ == "camera") {
145 auto camera_ = std::make_shared<Camera>(this, "Camera");
146 camera_->parse(reader);
148 } else if(name_ == "particles-snow") {
149 auto partsys = std::make_shared<SnowParticleSystem>();
150 partsys->parse(reader);
152 } else if(name_ == "particles-rain") {
153 auto partsys = std::make_shared<RainParticleSystem>();
154 partsys->parse(reader);
156 } else if(name_ == "particles-comets") {
157 auto partsys = std::make_shared<CometParticleSystem>();
158 partsys->parse(reader);
160 } else if(name_ == "particles-ghosts") {
161 auto partsys = std::make_shared<GhostParticleSystem>();
162 partsys->parse(reader);
164 } else if(name_ == "particles-clouds") {
165 auto partsys = std::make_shared<CloudParticleSystem>();
166 partsys->parse(reader);
168 } else if(name_ == "money") { // for compatibility with old maps
169 return std::make_shared<Jumpy>(reader);
172 return ObjectFactory::instance().create(name_, reader);
173 } catch(std::exception& e) {
174 log_warning << e.what() << "" << std::endl;
181 Sector::parse(const Reader& sector)
183 bool has_background = false;
184 lisp::ListIterator iter(§or);
186 const std::string& token = iter.item();
187 if(token == "name") {
188 iter.value()->get(name);
189 } else if(token == "gravity") {
190 iter.value()->get(gravity);
191 } else if(token == "music") {
192 iter.value()->get(music);
193 } else if(token == "spawnpoint") {
194 auto sp = std::make_shared<SpawnPoint>(*iter.lisp());
195 spawnpoints.push_back(sp);
196 } else if(token == "init-script") {
197 iter.value()->get(init_script);
198 } else if(token == "ambient-light") {
199 std::vector<float> vColor;
200 sector.get( "ambient-light", vColor );
201 if(vColor.size() < 3) {
202 log_warning << "(ambient-light) requires a color as argument" << std::endl;
204 ambient_light = Color( vColor );
207 GameObjectPtr object = parse_object(token, *(iter.lisp()));
209 if(std::dynamic_pointer_cast<Background>(object)) {
210 has_background = true;
211 } else if(std::dynamic_pointer_cast<Gradient>(object)) {
212 has_background = true;
219 if(!has_background) {
220 auto gradient = std::make_shared<Gradient>();
221 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
222 add_object(gradient);
225 update_game_objects();
227 if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
231 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
232 update_game_objects();
233 add_object(std::make_shared<Camera>(this, "Camera"));
236 update_game_objects();
240 Sector::parse_old_format(const Reader& reader)
243 reader.get("gravity", gravity);
245 std::string backgroundimage;
246 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
247 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
248 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
249 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
250 backgroundimage = "images/background/" + backgroundimage;
251 if (!PHYSFS_exists(backgroundimage.c_str())) {
252 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
253 backgroundimage = "";
258 reader.get("bkgd_speed", bgspeed);
261 Color bkgd_top, bkgd_bottom;
262 int r = 0, g = 0, b = 128;
263 reader.get("bkgd_red_top", r);
264 reader.get("bkgd_green_top", g);
265 reader.get("bkgd_blue_top", b);
266 bkgd_top.red = static_cast<float> (r) / 255.0f;
267 bkgd_top.green = static_cast<float> (g) / 255.0f;
268 bkgd_top.blue = static_cast<float> (b) / 255.0f;
270 reader.get("bkgd_red_bottom", r);
271 reader.get("bkgd_green_bottom", g);
272 reader.get("bkgd_blue_bottom", b);
273 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
274 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
275 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
277 if(backgroundimage != "") {
278 auto background = std::make_shared<Background>();
279 background->set_image(backgroundimage, bgspeed);
280 add_object(background);
282 auto gradient = std::make_shared<Gradient>();
283 gradient->set_gradient(bkgd_top, bkgd_bottom);
284 add_object(gradient);
287 std::string particlesystem;
288 reader.get("particle_system", particlesystem);
289 if(particlesystem == "clouds")
290 add_object(std::make_shared<CloudParticleSystem>());
291 else if(particlesystem == "snow")
292 add_object(std::make_shared<SnowParticleSystem>());
293 else if(particlesystem == "rain")
294 add_object(std::make_shared<RainParticleSystem>());
296 Vector startpos(100, 170);
297 reader.get("start_pos_x", startpos.x);
298 reader.get("start_pos_y", startpos.y);
300 auto spawn = std::make_shared<SpawnPoint>();
301 spawn->pos = startpos;
302 spawn->name = "main";
303 spawnpoints.push_back(spawn);
305 music = "chipdisko.ogg";
306 // skip reading music filename. It's all .ogg now, anyway
308 reader.get("music", music);
310 music = "music/" + music;
312 int width = 30, height = 15;
313 reader.get("width", width);
314 reader.get("height", height);
316 std::vector<unsigned int> tiles;
317 if(reader.get("interactive-tm", tiles)
318 || reader.get("tilemap", tiles)) {
319 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
320 tilemap->set(width, height, tiles, LAYER_TILES, true);
322 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
323 for(size_t x=0; x < tilemap->get_width(); ++x) {
324 for(size_t y=0; y < tilemap->get_height(); ++y) {
325 uint32_t id = tilemap->get_tile_id(x, y);
327 tilemap->change(x, y, 1311);
331 if (height < 19) tilemap->resize(width, 19);
335 if(reader.get("background-tm", tiles)) {
336 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
337 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
338 if (height < 19) tilemap->resize(width, 19);
342 if(reader.get("foreground-tm", tiles)) {
343 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
344 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
346 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
347 if (height < 19) tilemap->resize(width, 19, 2035);
352 // read reset-points (now spawn-points)
353 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
355 lisp::ListIterator iter(resetpoints);
357 if(iter.item() == "point") {
359 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
361 auto sp = std::make_shared<SpawnPoint>();
364 spawnpoints.push_back(sp);
367 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
373 const lisp::Lisp* objects = reader.get_lisp("objects");
375 lisp::ListIterator iter(objects);
377 auto object = parse_object(iter.item(), *(iter.lisp()));
381 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
387 auto camera_ = std::make_shared<Camera>(this, "Camera");
390 update_game_objects();
392 if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
395 update_game_objects();
399 Sector::fix_old_tiles()
401 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
402 TileMap* solids = *i;
403 for(size_t x=0; x < solids->get_width(); ++x) {
404 for(size_t y=0; y < solids->get_height(); ++y) {
405 uint32_t id = solids->get_tile_id(x, y);
406 const Tile *tile = solids->get_tile(x, y);
407 Vector pos = solids->get_tile_position(x, y);
410 add_object(std::make_shared<InvisibleBlock>(pos));
411 solids->change(x, y, 0);
412 } else if(tile->getAttributes() & Tile::COIN) {
413 add_object(std::make_shared<Coin>(pos, solids));
414 solids->change(x, y, 0);
415 } else if(tile->getAttributes() & Tile::FULLBOX) {
416 add_object(std::make_shared<BonusBlock>(pos, tile->getData()));
417 solids->change(x, y, 0);
418 } else if(tile->getAttributes() & Tile::BRICK) {
419 if( ( id == 78 ) || ( id == 105 ) ){
420 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") );
421 } else if( ( id == 77 ) || ( id == 104 ) ){
422 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
424 log_warning << "attribute 'brick #t' is not supported for tile-id " << id << std::endl;
425 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
427 solids->change(x, y, 0);
428 } else if(tile->getAttributes() & Tile::GOAL) {
429 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
430 add_object(std::make_shared<SequenceTrigger>(pos, sequence));
431 solids->change(x, y, 0);
437 // add lights for special tiles
438 for(auto i = gameobjects.begin(); i != gameobjects.end(); i++) {
439 TileMap* tm = dynamic_cast<TileMap*>(i->get());
441 for(size_t x=0; x < tm->get_width(); ++x) {
442 for(size_t y=0; y < tm->get_height(); ++y) {
443 uint32_t id = tm->get_tile_id(x, y);
444 Vector pos = tm->get_tile_position(x, y);
445 Vector center = pos + Vector(16, 16);
449 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
450 add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
453 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
454 // space lights a bit
455 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
456 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
457 || ((x % 3 == 0) && (y % 3 == 0))) {
458 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
459 add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
470 Sector::run_script(std::istream& in, const std::string& sourcename)
472 using namespace scripting;
474 // garbage collect thread list
475 for(auto i = scripts.begin(); i != scripts.end(); ) {
476 HSQOBJECT& object = *i;
477 HSQUIRRELVM vm = object_to_vm(object);
479 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
480 sq_release(global_vm, &object);
481 i = scripts.erase(i);
488 HSQOBJECT object = create_thread(global_vm);
489 scripts.push_back(object);
491 HSQUIRRELVM vm = object_to_vm(object);
493 // set sector_table as roottable for the thread
494 sq_pushobject(vm, sector_table);
498 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
499 } catch(std::exception& e) {
500 log_warning << "Error running script: " << e.what() << std::endl;
507 Sector::add_object(GameObjectPtr object)
509 // make sure the object isn't already in the list
511 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
512 assert(*i != object);
514 for(auto i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i) {
515 assert(*i != object);
519 gameobjects_new.push_back(object);
523 Sector::activate(const std::string& spawnpoint)
525 std::shared_ptr<SpawnPoint> sp;
526 for(auto i = spawnpoints.begin(); i != spawnpoints.end(); ++i) {
527 if((*i)->name == spawnpoint) {
533 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
534 if(spawnpoint != "main") {
537 activate(Vector(0, 0));
545 Sector::activate(const Vector& player_pos)
547 if(_current != this) {
549 _current->deactivate();
552 // register sectortable as sector in scripting
553 HSQUIRRELVM vm = scripting::global_vm;
554 sq_pushroottable(vm);
555 sq_pushstring(vm, "sector", -1);
556 sq_pushobject(vm, sector_table);
557 if(SQ_FAILED(sq_createslot(vm, -3)))
558 throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
561 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
562 GameObjectPtr object = *i;
570 // two-player hack: move other players to main player's position
571 // Maybe specify 2 spawnpoints in the level?
572 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
573 Player* p = dynamic_cast<Player*>(i->get());
576 // spawn smalltux below spawnpoint
578 p->move(player_pos + Vector(0,32));
583 // spawning tux in the ground would kill him
584 if(!is_free_of_tiles(p->get_bbox())) {
585 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
586 Vector npos = p->get_bbox().p1;
592 //FIXME: This is a really dirty workaround for this strange camera jump
593 player->move(player->get_pos()+Vector(-32, 0));
594 camera->reset(player->get_pos());
596 player->move(player->get_pos()+(Vector(32, 0)));
599 update_game_objects();
601 //Run default.nut just before init script
602 //Check to see if it's in a levelset (info file)
603 std::string basedir = FileSystem::dirname(get_level()->filename);
604 if(PHYSFS_exists((basedir + "/info").c_str())) {
606 IFileStreambuf ins(basedir + "/default.nut");
607 std::istream in(&ins);
608 run_script(in, "default.nut");
609 } catch(std::exception& ) {
610 // doesn't exist or erroneous; do nothing
615 if(init_script != "") {
616 std::istringstream in(init_script);
617 run_script(in, "init-script");
627 // remove sector entry from global vm
628 HSQUIRRELVM vm = scripting::global_vm;
629 sq_pushroottable(vm);
630 sq_pushstring(vm, "sector", -1);
631 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
632 throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
635 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
636 GameObjectPtr object = *i;
638 try_unexpose(object);
646 Sector::get_active_region()
649 camera->get_translation() - Vector(1600, 1200),
650 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
654 Sector::update(float elapsed_time)
656 player->check_bounds();
659 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
660 GameObjectPtr& object = *i;
661 if(!object->is_valid())
664 object->update(elapsed_time);
667 /* Handle all possible collisions. */
669 update_game_objects();
673 Sector::update_game_objects()
675 /** cleanup marked objects */
676 for(auto i = gameobjects.begin();
677 i != gameobjects.end(); /* nothing */) {
678 GameObjectPtr& object = *i;
680 if(object->is_valid()) {
685 before_object_remove(object);
687 i = gameobjects.erase(i);
690 /* add newly created objects */
691 for(auto i = gameobjects_new.begin();
692 i != gameobjects_new.end(); ++i)
694 GameObjectPtr object = *i;
696 before_object_add(object);
698 gameobjects.push_back(object);
700 gameobjects_new.clear();
702 /* update solid_tilemaps list */
703 //FIXME: this could be more efficient
704 solid_tilemaps.clear();
705 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
707 TileMap* tm = dynamic_cast<TileMap*>(i->get());
709 if (tm->is_solid()) solid_tilemaps.push_back(tm);
715 Sector::before_object_add(GameObjectPtr object)
717 auto bullet = dynamic_cast<Bullet*>(object.get());
720 bullets.push_back(bullet);
723 auto movingobject = dynamic_cast<MovingObject*>(object.get());
726 moving_objects.push_back(movingobject);
729 auto portable = dynamic_cast<Portable*>(object.get());
732 portables.push_back(portable);
735 auto tilemap = dynamic_cast<TileMap*>(object.get());
736 if(tilemap && tilemap->is_solid()) {
737 solid_tilemaps.push_back(tilemap);
740 auto camera_ = dynamic_cast<Camera*>(object.get());
742 if(this->camera != 0) {
743 log_warning << "Multiple cameras added. Ignoring" << std::endl;
746 this->camera = camera_;
749 auto player_ = dynamic_cast<Player*>(object.get());
751 if(this->player != 0) {
752 log_warning << "Multiple players added. Ignoring" << std::endl;
755 this->player = player_;
758 auto effect_ = dynamic_cast<DisplayEffect*>(object.get());
760 if(this->effect != 0) {
761 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
764 this->effect = effect_;
767 if(_current == this) {
775 Sector::try_expose(GameObjectPtr object)
777 ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
778 if(object_ != NULL) {
779 HSQUIRRELVM vm = scripting::global_vm;
780 sq_pushobject(vm, sector_table);
781 object_->expose(vm, -1);
787 Sector::try_expose_me()
789 HSQUIRRELVM vm = scripting::global_vm;
790 sq_pushobject(vm, sector_table);
791 scripting::SSector* this_ = static_cast<scripting::SSector*>(this);
792 expose_object(vm, -1, this_, "settings", false);
797 Sector::before_object_remove(GameObjectPtr object)
799 Portable* portable = dynamic_cast<Portable*>(object.get());
801 portables.erase(std::find(portables.begin(), portables.end(), portable));
803 Bullet* bullet = dynamic_cast<Bullet*>(object.get());
805 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
807 MovingObject* moving_object = dynamic_cast<MovingObject*>(object.get());
809 moving_objects.erase(
810 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
814 try_unexpose(object);
818 Sector::try_unexpose(GameObjectPtr object)
820 ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
821 if(object_ != NULL) {
822 HSQUIRRELVM vm = scripting::global_vm;
823 SQInteger oldtop = sq_gettop(vm);
824 sq_pushobject(vm, sector_table);
826 object_->unexpose(vm, -1);
827 } catch(std::exception& e) {
828 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
830 sq_settop(vm, oldtop);
835 Sector::try_unexpose_me()
837 HSQUIRRELVM vm = scripting::global_vm;
838 SQInteger oldtop = sq_gettop(vm);
839 sq_pushobject(vm, sector_table);
841 scripting::unexpose_object(vm, -1, "settings");
842 } catch(std::exception& e) {
843 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
845 sq_settop(vm, oldtop);
848 Sector::draw(DrawingContext& context)
850 context.set_ambient_color( ambient_light );
851 context.push_transform();
852 context.set_translation(camera->get_translation());
854 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
855 GameObjectPtr& object = *i;
856 if(!object->is_valid())
859 if (draw_solids_only)
861 TileMap* tm = dynamic_cast<TileMap*>(object.get());
862 if (tm && !tm->is_solid())
866 object->draw(context);
870 Color color(1.0f, 0.0f, 0.0f, 0.75f);
871 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
872 MovingObject* object = *i;
873 const Rectf& rect = object->get_bbox();
875 context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
879 context.pop_transform();
882 /*-------------------------------------------------------------------------
883 * Collision Detection
884 *-------------------------------------------------------------------------*/
886 /** r1 is supposed to be moving, r2 a solid object */
887 void check_collisions(collision::Constraints* constraints,
888 const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
889 GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
891 if(!collision::intersects(obj_rect, other_rect))
894 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
896 if(other != NULL && !other->collides(*object, dummy))
898 if(moving_object != NULL && !moving_object->collides(*other, dummy))
901 // calculate intersection
902 float itop = obj_rect.get_bottom() - other_rect.get_top();
903 float ibottom = other_rect.get_bottom() - obj_rect.get_top();
904 float ileft = obj_rect.get_right() - other_rect.get_left();
905 float iright = other_rect.get_right() - obj_rect.get_left();
907 if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
908 if(ileft < SHIFT_DELTA) {
909 constraints->constrain_right(other_rect.get_left(), other_movement.x);
911 } else if(iright < SHIFT_DELTA) {
912 constraints->constrain_left(other_rect.get_right(), other_movement.x);
916 // shiftout bottom/top
917 if(itop < SHIFT_DELTA) {
918 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
920 } else if(ibottom < SHIFT_DELTA) {
921 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
926 constraints->ground_movement += other_movement;
928 HitResponse response = other->collision(*object, dummy);
929 if(response == ABORT_MOVE)
932 if(other->get_movement() != Vector(0, 0)) {
933 // TODO what todo when we collide with 2 moving objects?!?
934 constraints->ground_movement = other->get_movement();
938 float vert_penetration = std::min(itop, ibottom);
939 float horiz_penetration = std::min(ileft, iright);
940 if(vert_penetration < horiz_penetration) {
942 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
943 constraints->hit.bottom = true;
945 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
946 constraints->hit.top = true;
950 constraints->constrain_right(other_rect.get_left(), other_movement.x);
951 constraints->hit.right = true;
953 constraints->constrain_left(other_rect.get_right(), other_movement.x);
954 constraints->hit.left = true;
960 Sector::collision_tilemap(collision::Constraints* constraints,
961 const Vector& movement, const Rectf& dest,
962 MovingObject& object) const
964 // calculate rectangle where the object will move
965 float x1 = dest.get_left();
966 float x2 = dest.get_right();
967 float y1 = dest.get_top();
968 float y2 = dest.get_bottom();
970 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
971 TileMap* solids = *i;
973 // test with all tiles in this rectangle
974 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
976 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
977 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
978 const Tile* tile = solids->get_tile(x, y);
981 // skip non-solid tiles
982 if(!tile->is_solid ())
984 Rectf tile_bbox = solids->get_tile_bbox(x, y);
986 /* If the tile is a unisolid tile, the "is_solid()" function above
987 * didn't do a thorough check. Calculate the position and (relative)
988 * movement of the object and determine whether or not the tile is
989 * solid with regard to those parameters. */
990 if(tile->is_unisolid ()) {
991 Vector relative_movement = movement
992 - solids->get_movement(/* actual = */ true);
994 if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement))
996 } /* if (tile->is_unisolid ()) */
998 if(tile->is_slope ()) { // slope tile
1000 int slope_data = tile->getData();
1001 if (solids->get_drawing_effect() & VERTICAL_FLIP)
1002 slope_data = AATriangle::vertical_flip(slope_data);
1003 triangle = AATriangle(tile_bbox, slope_data);
1005 collision::rectangle_aatriangle(constraints, dest, triangle,
1006 solids->get_movement(/* actual = */ false));
1007 } else { // normal rectangular tile
1008 check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
1009 solids->get_movement(/* actual = */ false));
1017 Sector::collision_tile_attributes(const Rectf& dest) const
1019 float x1 = dest.p1.x;
1020 float y1 = dest.p1.y;
1021 float x2 = dest.p2.x;
1022 float y2 = dest.p2.y;
1024 uint32_t result = 0;
1025 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1026 TileMap* solids = *i;
1028 // test with all tiles in this rectangle
1029 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1030 // For ice (only), add a little fudge to recognize tiles Tux is standing on.
1031 Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
1033 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1035 for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
1036 const Tile* tile = solids->get_tile(x, y);
1039 result |= tile->getAttributes();
1041 for(; y < test_tiles_ice.bottom; ++y) {
1042 const Tile* tile = solids->get_tile(x, y);
1045 result |= (tile->getAttributes() & Tile::ICE);
1053 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1054 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
1057 float itop = r1.get_bottom() - r2.get_top();
1058 float ibottom = r2.get_bottom() - r1.get_top();
1059 float ileft = r1.get_right() - r2.get_left();
1060 float iright = r2.get_right() - r1.get_left();
1062 float vert_penetration = std::min(itop, ibottom);
1063 float horiz_penetration = std::min(ileft, iright);
1064 if(vert_penetration < horiz_penetration) {
1065 if(itop < ibottom) {
1067 normal.y = vert_penetration;
1070 normal.y = -vert_penetration;
1073 if(ileft < iright) {
1075 normal.x = horiz_penetration;
1078 normal.x = -horiz_penetration;
1084 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1086 using namespace collision;
1088 const Rectf& r1 = object1->dest;
1089 const Rectf& r2 = object2->dest;
1092 if(intersects(object1->dest, object2->dest)) {
1094 get_hit_normal(r1, r2, hit, normal);
1096 if(!object1->collides(*object2, hit))
1098 std::swap(hit.left, hit.right);
1099 std::swap(hit.top, hit.bottom);
1100 if(!object2->collides(*object1, hit))
1102 std::swap(hit.left, hit.right);
1103 std::swap(hit.top, hit.bottom);
1105 HitResponse response1 = object1->collision(*object2, hit);
1106 std::swap(hit.left, hit.right);
1107 std::swap(hit.top, hit.bottom);
1108 HitResponse response2 = object2->collision(*object1, hit);
1109 if(response1 == CONTINUE && response2 == CONTINUE) {
1110 normal *= (0.5 + DELTA);
1111 object1->dest.move(-normal);
1112 object2->dest.move(normal);
1113 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1114 normal *= (1 + DELTA);
1115 object1->dest.move(-normal);
1116 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1117 normal *= (1 + DELTA);
1118 object2->dest.move(normal);
1124 Sector::collision_static(collision::Constraints* constraints,
1125 const Vector& movement, const Rectf& dest,
1126 MovingObject& object)
1128 collision_tilemap(constraints, movement, dest, object);
1130 // collision with other (static) objects
1131 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1132 MovingObject* moving_object = *i;
1133 if(moving_object->get_group() != COLGROUP_STATIC
1134 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1136 if(!moving_object->is_valid())
1139 if(moving_object != &object)
1140 check_collisions(constraints, movement, dest, moving_object->bbox,
1141 &object, moving_object);
1146 Sector::collision_static_constrains(MovingObject& object)
1148 using namespace collision;
1149 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1151 Constraints constraints;
1152 Vector movement = object.get_movement();
1153 Rectf& dest = object.dest;
1155 for(int i = 0; i < 2; ++i) {
1156 collision_static(&constraints, Vector(0, movement.y), dest, object);
1157 if(!constraints.has_constraints())
1160 // apply calculated horizontal constraints
1161 if(constraints.get_position_bottom() < infinity) {
1162 float height = constraints.get_height ();
1163 if(height < object.get_bbox().get_height()) {
1164 // we're crushed, but ignore this for now, we'll get this again
1165 // later if we're really crushed or things will solve itself when
1166 // looking at the vertical constraints
1168 dest.p2.y = constraints.get_position_bottom() - DELTA;
1169 dest.p1.y = dest.p2.y - object.get_bbox().get_height();
1170 } else if(constraints.get_position_top() > -infinity) {
1171 dest.p1.y = constraints.get_position_top() + DELTA;
1172 dest.p2.y = dest.p1.y + object.get_bbox().get_height();
1175 if(constraints.has_constraints()) {
1176 if(constraints.hit.bottom) {
1177 dest.move(constraints.ground_movement);
1179 if(constraints.hit.top || constraints.hit.bottom) {
1180 constraints.hit.left = false;
1181 constraints.hit.right = false;
1182 object.collision_solid(constraints.hit);
1186 constraints = Constraints();
1187 for(int i = 0; i < 2; ++i) {
1188 collision_static(&constraints, movement, dest, object);
1189 if(!constraints.has_constraints())
1192 // apply calculated vertical constraints
1193 float width = constraints.get_width ();
1194 if(width < infinity) {
1195 if(width + SHIFT_DELTA < object.get_bbox().get_width()) {
1197 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1198 constraints.get_position_left(), constraints.get_position_right());
1204 object.collision_solid(h);
1206 float xmid = constraints.get_x_midpoint ();
1207 dest.p1.x = xmid - object.get_bbox().get_width()/2;
1208 dest.p2.x = xmid + object.get_bbox().get_width()/2;
1210 } else if(constraints.get_position_right() < infinity) {
1211 dest.p2.x = constraints.get_position_right() - DELTA;
1212 dest.p1.x = dest.p2.x - object.get_bbox().get_width();
1213 } else if(constraints.get_position_left() > -infinity) {
1214 dest.p1.x = constraints.get_position_left() + DELTA;
1215 dest.p2.x = dest.p1.x + object.get_bbox().get_width();
1219 if(constraints.has_constraints()) {
1220 if( constraints.hit.left || constraints.hit.right
1221 || constraints.hit.top || constraints.hit.bottom
1222 || constraints.hit.crush )
1223 object.collision_solid(constraints.hit);
1226 // an extra pass to make sure we're not crushed horizontally
1227 constraints = Constraints();
1228 collision_static(&constraints, movement, dest, object);
1229 if(constraints.get_position_bottom() < infinity) {
1230 float height = constraints.get_height ();
1231 if(height + SHIFT_DELTA < object.get_bbox().get_height()) {
1233 printf("Object %p crushed vertically...\n", &object);
1239 object.collision_solid(h);
1245 const float MAX_SPEED = 16.0f;
1249 Sector::handle_collisions()
1251 using namespace collision;
1253 // calculate destination positions of the objects
1254 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1255 MovingObject* moving_object = *i;
1256 Vector mov = moving_object->get_movement();
1258 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1259 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1260 moving_object->movement = mov.unit() * MAX_SPEED;
1261 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1264 moving_object->dest = moving_object->get_bbox();
1265 moving_object->dest.move(moving_object->get_movement());
1268 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1269 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1270 MovingObject* moving_object = *i;
1271 if((moving_object->get_group() != COLGROUP_MOVING
1272 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1273 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1274 || !moving_object->is_valid())
1277 collision_static_constrains(*moving_object);
1280 // part2: COLGROUP_MOVING vs tile attributes
1281 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1282 MovingObject* moving_object = *i;
1283 if((moving_object->get_group() != COLGROUP_MOVING
1284 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1285 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1286 || !moving_object->is_valid())
1289 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1290 if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
1291 moving_object->collision_tile(tile_attributes);
1295 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1296 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1297 MovingObject* moving_object = *i;
1298 if((moving_object->get_group() != COLGROUP_MOVING
1299 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1300 || !moving_object->is_valid())
1303 for(auto i2 = moving_objects.begin(); i2 != moving_objects.end(); ++i2) {
1304 MovingObject* moving_object_2 = *i2;
1305 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1306 || !moving_object_2->is_valid())
1309 if(intersects(moving_object->dest, moving_object_2->dest)) {
1312 get_hit_normal(moving_object->dest, moving_object_2->dest,
1314 if(!moving_object->collides(*moving_object_2, hit))
1316 if(!moving_object_2->collides(*moving_object, hit))
1319 moving_object->collision(*moving_object_2, hit);
1320 moving_object_2->collision(*moving_object, hit);
1325 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1326 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1327 MovingObject* moving_object = *i;
1329 if((moving_object->get_group() != COLGROUP_MOVING
1330 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1331 || !moving_object->is_valid())
1334 for(auto i2 = i+1; i2 != moving_objects.end(); ++i2) {
1335 MovingObject* moving_object_2 = *i2;
1336 if((moving_object_2->get_group() != COLGROUP_MOVING
1337 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1338 || !moving_object_2->is_valid())
1341 collision_object(moving_object, moving_object_2);
1345 // apply object movement
1346 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1347 MovingObject* moving_object = *i;
1349 moving_object->bbox = moving_object->dest;
1350 moving_object->movement = Vector(0, 0);
1355 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
1357 using namespace collision;
1359 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1360 TileMap* solids = *i;
1362 // test with all tiles in this rectangle
1363 Rect test_tiles = solids->get_tiles_overlapping(rect);
1365 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1366 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1367 const Tile* tile = solids->get_tile(x, y);
1369 if(!(tile->getAttributes() & Tile::SOLID))
1371 if(tile->is_unisolid () && ignoreUnisolid)
1373 if(tile->is_slope ()) {
1374 AATriangle triangle;
1375 Rectf tbbox = solids->get_tile_bbox(x, y);
1376 triangle = AATriangle(tbbox, tile->getData());
1377 Constraints constraints;
1378 if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
1381 // We have a solid tile that overlaps the given rectangle.
1391 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1393 using namespace collision;
1395 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1397 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1398 const MovingObject* moving_object = *i;
1399 if (moving_object == ignore_object) continue;
1400 if (!moving_object->is_valid()) continue;
1401 if (moving_object->get_group() == COLGROUP_STATIC) {
1402 if(intersects(rect, moving_object->get_bbox())) return false;
1410 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
1412 using namespace collision;
1414 if (!is_free_of_tiles(rect)) return false;
1416 for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
1417 const MovingObject* moving_object = *i;
1418 if (moving_object == ignore_object) continue;
1419 if (!moving_object->is_valid()) continue;
1420 if ((moving_object->get_group() == COLGROUP_MOVING)
1421 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1422 || (moving_object->get_group() == COLGROUP_STATIC)) {
1423 if(intersects(rect, moving_object->get_bbox())) return false;
1431 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
1433 // TODO remove this function and move these checks elsewhere...
1434 if((player_status->bonus == FIRE_BONUS &&
1435 (int)bullets.size() >= player_status->max_fire_bullets) ||
1436 (player_status->bonus == ICE_BONUS &&
1437 (int)bullets.size() >= player_status->max_ice_bullets))
1439 auto new_bullet = std::make_shared<Bullet>(pos, xm, dir, player_status->bonus);
1440 add_object(new_bullet);
1442 SoundManager::current()->play("sounds/shoot.wav");
1448 Sector::add_smoke_cloud(const Vector& pos)
1450 add_object(std::make_shared<SmokeCloud>(pos));
1455 Sector::play_music(MusicType type)
1457 currentmusic = type;
1458 switch(currentmusic) {
1460 SoundManager::current()->play_music(music);
1463 SoundManager::current()->play_music("music/invincible.ogg");
1465 case HERRING_WARNING_MUSIC:
1466 SoundManager::current()->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1469 SoundManager::current()->play_music("");
1475 Sector::get_music_type()
1477 return currentmusic;
1481 Sector::get_total_badguys()
1483 int total_badguys = 0;
1484 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
1485 BadGuy* badguy = dynamic_cast<BadGuy*>(i->get());
1486 if (badguy && badguy->countMe)
1490 return total_badguys;
1494 Sector::inside(const Rectf& rect) const
1496 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1497 TileMap* solids = *i;
1499 Rectf bbox = solids->get_bbox();
1500 bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
1502 if (bbox.contains(rect))
1509 Sector::get_width() const
1512 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1513 TileMap* solids = *i;
1514 width = std::max(width, solids->get_bbox().get_right());
1521 Sector::get_height() const
1524 for(auto i = solid_tilemaps.begin();
1525 i != solid_tilemaps.end(); i++) {
1526 TileMap* solids = *i;
1527 height = std::max(height, solids->get_bbox().get_bottom());
1534 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1536 for(auto i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1537 TileMap* solids = *i;
1538 solids->change_all(old_tile_id, new_tile_id);
1543 Sector::set_ambient_light(float red, float green, float blue)
1545 ambient_light.red = red;
1546 ambient_light.green = green;
1547 ambient_light.blue = blue;
1551 Sector::get_ambient_red()
1553 return ambient_light.red;
1557 Sector::get_ambient_green()
1559 return ambient_light.green;
1563 Sector::get_ambient_blue()
1565 return ambient_light.blue;
1569 Sector::set_gravity(float gravity_)
1571 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1572 this->gravity = gravity_;
1576 Sector::get_gravity() const
1582 Sector::get_nearest_player (const Vector& pos)
1584 Player *nearest_player = NULL;
1585 float nearest_dist = std::numeric_limits<float>::max();
1587 std::vector<Player*> players = Sector::current()->get_players();
1588 for (auto playerIter = players.begin(); playerIter != players.end(); ++playerIter)
1590 Player *this_player = *playerIter;
1591 if (this_player->is_dying() || this_player->is_dead())
1594 float this_dist = this_player->get_bbox ().distance(pos);
1596 if (this_dist < nearest_dist) {
1597 nearest_player = this_player;
1598 nearest_dist = this_dist;
1602 return nearest_player;
1603 } /* Player *get_nearest_player */
1605 std::vector<MovingObject*>
1606 Sector::get_nearby_objects (const Vector& center, float max_distance)
1608 std::vector<MovingObject*> ret;
1609 std::vector<Player*> players = Sector::current()->get_players();
1611 for (size_t i = 0; i < players.size (); i++) {
1612 float distance = players[i]->get_bbox ().distance (center);
1613 if (distance <= max_distance)
1614 ret.push_back (players[i]);
1617 for (size_t i = 0; i < moving_objects.size (); i++) {
1618 float distance = moving_objects[i]->get_bbox ().distance (center);
1619 if (distance <= max_distance)
1620 ret.push_back (moving_objects[i]);
1626 /* vim: set sw=2 sts=2 et : */