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(ScriptList::iterator i = scripts.begin();
120 i != scripts.end(); ++i) {
121 HSQOBJECT& object = *i;
122 sq_release(global_vm, &object);
124 sq_release(global_vm, §or_table);
125 sq_collectgarbage(global_vm);
127 update_game_objects();
128 assert(gameobjects_new.size() == 0);
130 for(GameObjects::iterator i = gameobjects.begin();
131 i != gameobjects.end(); ++i) {
132 GameObjectPtr object = *i;
133 before_object_remove(object);
144 Sector::parse_object(const std::string& name_, const Reader& reader)
146 if(name_ == "camera") {
147 auto camera_ = std::make_shared<Camera>(this, "Camera");
148 camera_->parse(reader);
150 } else if(name_ == "particles-snow") {
151 auto partsys = std::make_shared<SnowParticleSystem>();
152 partsys->parse(reader);
154 } else if(name_ == "particles-rain") {
155 auto partsys = std::make_shared<RainParticleSystem>();
156 partsys->parse(reader);
158 } else if(name_ == "particles-comets") {
159 auto partsys = std::make_shared<CometParticleSystem>();
160 partsys->parse(reader);
162 } else if(name_ == "particles-ghosts") {
163 auto partsys = std::make_shared<GhostParticleSystem>();
164 partsys->parse(reader);
166 } else if(name_ == "particles-clouds") {
167 auto partsys = std::make_shared<CloudParticleSystem>();
168 partsys->parse(reader);
170 } else if(name_ == "money") { // for compatibility with old maps
171 return std::make_shared<Jumpy>(reader);
174 return ObjectFactory::instance().create(name_, reader);
175 } catch(std::exception& e) {
176 log_warning << e.what() << "" << std::endl;
183 Sector::parse(const Reader& sector)
185 bool has_background = false;
186 lisp::ListIterator iter(§or);
188 const std::string& token = iter.item();
189 if(token == "name") {
190 iter.value()->get(name);
191 } else if(token == "gravity") {
192 iter.value()->get(gravity);
193 } else if(token == "music") {
194 iter.value()->get(music);
195 } else if(token == "spawnpoint") {
196 auto sp = std::make_shared<SpawnPoint>(*iter.lisp());
197 spawnpoints.push_back(sp);
198 } else if(token == "init-script") {
199 iter.value()->get(init_script);
200 } else if(token == "ambient-light") {
201 std::vector<float> vColor;
202 sector.get( "ambient-light", vColor );
203 if(vColor.size() < 3) {
204 log_warning << "(ambient-light) requires a color as argument" << std::endl;
206 ambient_light = Color( vColor );
209 GameObjectPtr object = parse_object(token, *(iter.lisp()));
211 if(std::dynamic_pointer_cast<Background>(object)) {
212 has_background = true;
213 } else if(std::dynamic_pointer_cast<Gradient>(object)) {
214 has_background = true;
221 if(!has_background) {
222 auto gradient = std::make_shared<Gradient>();
223 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
224 add_object(gradient);
227 update_game_objects();
229 if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
233 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
234 update_game_objects();
235 add_object(std::make_shared<Camera>(this, "Camera"));
238 update_game_objects();
242 Sector::parse_old_format(const Reader& reader)
245 reader.get("gravity", gravity);
247 std::string backgroundimage;
248 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
249 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
250 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
251 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
252 backgroundimage = "images/background/" + backgroundimage;
253 if (!PHYSFS_exists(backgroundimage.c_str())) {
254 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
255 backgroundimage = "";
260 reader.get("bkgd_speed", bgspeed);
263 Color bkgd_top, bkgd_bottom;
264 int r = 0, g = 0, b = 128;
265 reader.get("bkgd_red_top", r);
266 reader.get("bkgd_green_top", g);
267 reader.get("bkgd_blue_top", b);
268 bkgd_top.red = static_cast<float> (r) / 255.0f;
269 bkgd_top.green = static_cast<float> (g) / 255.0f;
270 bkgd_top.blue = static_cast<float> (b) / 255.0f;
272 reader.get("bkgd_red_bottom", r);
273 reader.get("bkgd_green_bottom", g);
274 reader.get("bkgd_blue_bottom", b);
275 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
276 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
277 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
279 if(backgroundimage != "") {
280 auto background = std::make_shared<Background>();
281 background->set_image(backgroundimage, bgspeed);
282 add_object(background);
284 auto gradient = std::make_shared<Gradient>();
285 gradient->set_gradient(bkgd_top, bkgd_bottom);
286 add_object(gradient);
289 std::string particlesystem;
290 reader.get("particle_system", particlesystem);
291 if(particlesystem == "clouds")
292 add_object(std::make_shared<CloudParticleSystem>());
293 else if(particlesystem == "snow")
294 add_object(std::make_shared<SnowParticleSystem>());
295 else if(particlesystem == "rain")
296 add_object(std::make_shared<RainParticleSystem>());
298 Vector startpos(100, 170);
299 reader.get("start_pos_x", startpos.x);
300 reader.get("start_pos_y", startpos.y);
302 auto spawn = std::make_shared<SpawnPoint>();
303 spawn->pos = startpos;
304 spawn->name = "main";
305 spawnpoints.push_back(spawn);
307 music = "chipdisko.ogg";
308 // skip reading music filename. It's all .ogg now, anyway
310 reader.get("music", music);
312 music = "music/" + music;
314 int width = 30, height = 15;
315 reader.get("width", width);
316 reader.get("height", height);
318 std::vector<unsigned int> tiles;
319 if(reader.get("interactive-tm", tiles)
320 || reader.get("tilemap", tiles)) {
321 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
322 tilemap->set(width, height, tiles, LAYER_TILES, true);
324 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
325 for(size_t x=0; x < tilemap->get_width(); ++x) {
326 for(size_t y=0; y < tilemap->get_height(); ++y) {
327 uint32_t id = tilemap->get_tile_id(x, y);
329 tilemap->change(x, y, 1311);
333 if (height < 19) tilemap->resize(width, 19);
337 if(reader.get("background-tm", tiles)) {
338 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
339 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
340 if (height < 19) tilemap->resize(width, 19);
344 if(reader.get("foreground-tm", tiles)) {
345 auto tilemap = std::make_shared<TileMap>(level->get_tileset());
346 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
348 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
349 if (height < 19) tilemap->resize(width, 19, 2035);
354 // read reset-points (now spawn-points)
355 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
357 lisp::ListIterator iter(resetpoints);
359 if(iter.item() == "point") {
361 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
363 auto sp = std::make_shared<SpawnPoint>();
366 spawnpoints.push_back(sp);
369 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
375 const lisp::Lisp* objects = reader.get_lisp("objects");
377 lisp::ListIterator iter(objects);
379 auto object = parse_object(iter.item(), *(iter.lisp()));
383 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
389 auto camera_ = std::make_shared<Camera>(this, "Camera");
392 update_game_objects();
394 if(solid_tilemaps.size() < 1) { log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; }
397 update_game_objects();
401 Sector::fix_old_tiles()
403 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
404 TileMap* solids = *i;
405 for(size_t x=0; x < solids->get_width(); ++x) {
406 for(size_t y=0; y < solids->get_height(); ++y) {
407 uint32_t id = solids->get_tile_id(x, y);
408 const Tile *tile = solids->get_tile(x, y);
409 Vector pos = solids->get_tile_position(x, y);
412 add_object(std::make_shared<InvisibleBlock>(pos));
413 solids->change(x, y, 0);
414 } else if(tile->getAttributes() & Tile::COIN) {
415 add_object(std::make_shared<Coin>(pos, solids));
416 solids->change(x, y, 0);
417 } else if(tile->getAttributes() & Tile::FULLBOX) {
418 add_object(std::make_shared<BonusBlock>(pos, tile->getData()));
419 solids->change(x, y, 0);
420 } else if(tile->getAttributes() & Tile::BRICK) {
421 if( ( id == 78 ) || ( id == 105 ) ){
422 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brickIce.sprite") );
423 } else if( ( id == 77 ) || ( id == 104 ) ){
424 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
426 log_warning << "attribute 'brick #t' is not supported for tile-id " << id << std::endl;
427 add_object( std::make_shared<Brick>(pos, tile->getData(), "images/objects/bonus_block/brick.sprite") );
429 solids->change(x, y, 0);
430 } else if(tile->getAttributes() & Tile::GOAL) {
431 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
432 add_object(std::make_shared<SequenceTrigger>(pos, sequence));
433 solids->change(x, y, 0);
439 // add lights for special tiles
440 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
441 TileMap* tm = dynamic_cast<TileMap*>(i->get());
443 for(size_t x=0; x < tm->get_width(); ++x) {
444 for(size_t y=0; y < tm->get_height(); ++y) {
445 uint32_t id = tm->get_tile_id(x, y);
446 Vector pos = tm->get_tile_position(x, y);
447 Vector center = pos + Vector(16, 16);
451 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
452 add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
455 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
456 // space lights a bit
457 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
458 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
459 || ((x % 3 == 0) && (y % 3 == 0))) {
460 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
461 add_object(std::make_shared<PulsingLight>(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
472 Sector::run_script(std::istream& in, const std::string& sourcename)
474 using namespace scripting;
476 // garbage collect thread list
477 for(ScriptList::iterator i = scripts.begin();
478 i != scripts.end(); ) {
479 HSQOBJECT& object = *i;
480 HSQUIRRELVM vm = object_to_vm(object);
482 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
483 sq_release(global_vm, &object);
484 i = scripts.erase(i);
491 HSQOBJECT object = create_thread(global_vm);
492 scripts.push_back(object);
494 HSQUIRRELVM vm = object_to_vm(object);
496 // set sector_table as roottable for the thread
497 sq_pushobject(vm, sector_table);
501 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
502 } catch(std::exception& e) {
503 log_warning << "Error running script: " << e.what() << std::endl;
510 Sector::add_object(GameObjectPtr object)
512 // make sure the object isn't already in the list
514 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
516 assert(*i != object);
518 for(GameObjects::iterator i = gameobjects_new.begin();
519 i != gameobjects_new.end(); ++i) {
520 assert(*i != object);
524 gameobjects_new.push_back(object);
528 Sector::activate(const std::string& spawnpoint)
530 std::shared_ptr<SpawnPoint> sp;
531 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
533 if((*i)->name == spawnpoint) {
539 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
540 if(spawnpoint != "main") {
543 activate(Vector(0, 0));
551 Sector::activate(const Vector& player_pos)
553 if(_current != this) {
555 _current->deactivate();
558 // register sectortable as sector in scripting
559 HSQUIRRELVM vm = scripting::global_vm;
560 sq_pushroottable(vm);
561 sq_pushstring(vm, "sector", -1);
562 sq_pushobject(vm, sector_table);
563 if(SQ_FAILED(sq_createslot(vm, -3)))
564 throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
567 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
568 GameObjectPtr object = *i;
576 // two-player hack: move other players to main player's position
577 // Maybe specify 2 spawnpoints in the level?
578 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
579 Player* p = dynamic_cast<Player*>(i->get());
582 // spawn smalltux below spawnpoint
584 p->move(player_pos + Vector(0,32));
589 // spawning tux in the ground would kill him
590 if(!is_free_of_tiles(p->get_bbox())) {
591 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
592 Vector npos = p->get_bbox().p1;
598 //FIXME: This is a really dirty workaround for this strange camera jump
599 player->move(player->get_pos()+Vector(-32, 0));
600 camera->reset(player->get_pos());
602 player->move(player->get_pos()+(Vector(32, 0)));
605 update_game_objects();
607 //Run default.nut just before init script
608 //Check to see if it's in a levelset (info file)
609 std::string basedir = FileSystem::dirname(get_level()->filename);
610 if(PHYSFS_exists((basedir + "/info").c_str())) {
612 IFileStreambuf ins(basedir + "/default.nut");
613 std::istream in(&ins);
614 run_script(in, "default.nut");
615 } catch(std::exception& ) {
616 // doesn't exist or erroneous; do nothing
621 if(init_script != "") {
622 std::istringstream in(init_script);
623 run_script(in, "init-script");
633 // remove sector entry from global vm
634 HSQUIRRELVM vm = scripting::global_vm;
635 sq_pushroottable(vm);
636 sq_pushstring(vm, "sector", -1);
637 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
638 throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
641 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
642 GameObjectPtr object = *i;
644 try_unexpose(object);
652 Sector::get_active_region()
655 camera->get_translation() - Vector(1600, 1200),
656 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
660 Sector::update(float elapsed_time)
662 player->check_bounds();
665 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
666 GameObjectPtr& object = *i;
667 if(!object->is_valid())
670 object->update(elapsed_time);
673 /* Handle all possible collisions. */
675 update_game_objects();
679 Sector::update_game_objects()
681 /** cleanup marked objects */
682 for(auto i = gameobjects.begin();
683 i != gameobjects.end(); /* nothing */) {
684 GameObjectPtr& object = *i;
686 if(object->is_valid()) {
691 before_object_remove(object);
693 i = gameobjects.erase(i);
696 /* add newly created objects */
697 for(auto i = gameobjects_new.begin();
698 i != gameobjects_new.end(); ++i)
700 GameObjectPtr object = *i;
702 before_object_add(object);
704 gameobjects.push_back(object);
706 gameobjects_new.clear();
708 /* update solid_tilemaps list */
709 //FIXME: this could be more efficient
710 solid_tilemaps.clear();
711 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i)
713 TileMap* tm = dynamic_cast<TileMap*>(i->get());
715 if (tm->is_solid()) solid_tilemaps.push_back(tm);
721 Sector::before_object_add(GameObjectPtr object)
723 auto bullet = dynamic_cast<Bullet*>(object.get());
726 bullets.push_back(bullet);
729 auto movingobject = dynamic_cast<MovingObject*>(object.get());
732 moving_objects.push_back(movingobject);
735 auto portable = dynamic_cast<Portable*>(object.get());
738 portables.push_back(portable);
741 auto tilemap = dynamic_cast<TileMap*>(object.get());
742 if(tilemap && tilemap->is_solid()) {
743 solid_tilemaps.push_back(tilemap);
746 auto camera_ = dynamic_cast<Camera*>(object.get());
748 if(this->camera != 0) {
749 log_warning << "Multiple cameras added. Ignoring" << std::endl;
752 this->camera = camera_;
755 auto player_ = dynamic_cast<Player*>(object.get());
757 if(this->player != 0) {
758 log_warning << "Multiple players added. Ignoring" << std::endl;
761 this->player = player_;
764 auto effect_ = dynamic_cast<DisplayEffect*>(object.get());
766 if(this->effect != 0) {
767 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
770 this->effect = effect_;
773 if(_current == this) {
781 Sector::try_expose(GameObjectPtr object)
783 ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
784 if(object_ != NULL) {
785 HSQUIRRELVM vm = scripting::global_vm;
786 sq_pushobject(vm, sector_table);
787 object_->expose(vm, -1);
793 Sector::try_expose_me()
795 HSQUIRRELVM vm = scripting::global_vm;
796 sq_pushobject(vm, sector_table);
797 scripting::SSector* this_ = static_cast<scripting::SSector*>(this);
798 expose_object(vm, -1, this_, "settings", false);
803 Sector::before_object_remove(GameObjectPtr object)
805 Portable* portable = dynamic_cast<Portable*>(object.get());
807 portables.erase(std::find(portables.begin(), portables.end(), portable));
809 Bullet* bullet = dynamic_cast<Bullet*>(object.get());
811 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
813 MovingObject* moving_object = dynamic_cast<MovingObject*>(object.get());
815 moving_objects.erase(
816 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
820 try_unexpose(object);
824 Sector::try_unexpose(GameObjectPtr object)
826 ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
827 if(object_ != NULL) {
828 HSQUIRRELVM vm = scripting::global_vm;
829 SQInteger oldtop = sq_gettop(vm);
830 sq_pushobject(vm, sector_table);
832 object_->unexpose(vm, -1);
833 } catch(std::exception& e) {
834 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
836 sq_settop(vm, oldtop);
841 Sector::try_unexpose_me()
843 HSQUIRRELVM vm = scripting::global_vm;
844 SQInteger oldtop = sq_gettop(vm);
845 sq_pushobject(vm, sector_table);
847 scripting::unexpose_object(vm, -1, "settings");
848 } catch(std::exception& e) {
849 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
851 sq_settop(vm, oldtop);
854 Sector::draw(DrawingContext& context)
856 context.set_ambient_color( ambient_light );
857 context.push_transform();
858 context.set_translation(camera->get_translation());
860 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
861 GameObjectPtr& object = *i;
862 if(!object->is_valid())
865 if (draw_solids_only)
867 TileMap* tm = dynamic_cast<TileMap*>(object.get());
868 if (tm && !tm->is_solid())
872 object->draw(context);
876 Color color(1.0f, 0.0f, 0.0f, 0.75f);
877 for(MovingObjects::iterator i = moving_objects.begin();
878 i != moving_objects.end(); ++i) {
879 MovingObject* object = *i;
880 const Rectf& rect = object->get_bbox();
882 context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
886 context.pop_transform();
889 /*-------------------------------------------------------------------------
890 * Collision Detection
891 *-------------------------------------------------------------------------*/
893 /** r1 is supposed to be moving, r2 a solid object */
894 void check_collisions(collision::Constraints* constraints,
895 const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
896 GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
898 if(!collision::intersects(obj_rect, other_rect))
901 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
903 if(other != NULL && !other->collides(*object, dummy))
905 if(moving_object != NULL && !moving_object->collides(*other, dummy))
908 // calculate intersection
909 float itop = obj_rect.get_bottom() - other_rect.get_top();
910 float ibottom = other_rect.get_bottom() - obj_rect.get_top();
911 float ileft = obj_rect.get_right() - other_rect.get_left();
912 float iright = other_rect.get_right() - obj_rect.get_left();
914 if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
915 if(ileft < SHIFT_DELTA) {
916 constraints->constrain_right(other_rect.get_left(), other_movement.x);
918 } else if(iright < SHIFT_DELTA) {
919 constraints->constrain_left(other_rect.get_right(), other_movement.x);
923 // shiftout bottom/top
924 if(itop < SHIFT_DELTA) {
925 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
927 } else if(ibottom < SHIFT_DELTA) {
928 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
933 constraints->ground_movement += other_movement;
935 HitResponse response = other->collision(*object, dummy);
936 if(response == ABORT_MOVE)
939 if(other->get_movement() != Vector(0, 0)) {
940 // TODO what todo when we collide with 2 moving objects?!?
941 constraints->ground_movement = other->get_movement();
945 float vert_penetration = std::min(itop, ibottom);
946 float horiz_penetration = std::min(ileft, iright);
947 if(vert_penetration < horiz_penetration) {
949 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
950 constraints->hit.bottom = true;
952 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
953 constraints->hit.top = true;
957 constraints->constrain_right(other_rect.get_left(), other_movement.x);
958 constraints->hit.right = true;
960 constraints->constrain_left(other_rect.get_right(), other_movement.x);
961 constraints->hit.left = true;
967 Sector::collision_tilemap(collision::Constraints* constraints,
968 const Vector& movement, const Rectf& dest,
969 MovingObject& object) const
971 // calculate rectangle where the object will move
972 float x1 = dest.get_left();
973 float x2 = dest.get_right();
974 float y1 = dest.get_top();
975 float y2 = dest.get_bottom();
977 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
978 TileMap* solids = *i;
980 // test with all tiles in this rectangle
981 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
983 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
984 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
985 const Tile* tile = solids->get_tile(x, y);
988 // skip non-solid tiles
989 if(!tile->is_solid ())
991 Rectf tile_bbox = solids->get_tile_bbox(x, y);
993 /* If the tile is a unisolid tile, the "is_solid()" function above
994 * didn't do a thorough check. Calculate the position and (relative)
995 * movement of the object and determine whether or not the tile is
996 * solid with regard to those parameters. */
997 if(tile->is_unisolid ()) {
998 Vector relative_movement = movement
999 - solids->get_movement(/* actual = */ true);
1001 if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement))
1003 } /* if (tile->is_unisolid ()) */
1005 if(tile->is_slope ()) { // slope tile
1006 AATriangle triangle;
1007 int slope_data = tile->getData();
1008 if (solids->get_drawing_effect() & VERTICAL_FLIP)
1009 slope_data = AATriangle::vertical_flip(slope_data);
1010 triangle = AATriangle(tile_bbox, slope_data);
1012 collision::rectangle_aatriangle(constraints, dest, triangle,
1013 solids->get_movement(/* actual = */ false));
1014 } else { // normal rectangular tile
1015 check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
1016 solids->get_movement(/* actual = */ false));
1024 Sector::collision_tile_attributes(const Rectf& dest) const
1026 float x1 = dest.p1.x;
1027 float y1 = dest.p1.y;
1028 float x2 = dest.p2.x;
1029 float y2 = dest.p2.y;
1031 uint32_t result = 0;
1032 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1033 TileMap* solids = *i;
1035 // test with all tiles in this rectangle
1036 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1037 // For ice (only), add a little fudge to recognize tiles Tux is standing on.
1038 Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
1040 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1042 for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
1043 const Tile* tile = solids->get_tile(x, y);
1046 result |= tile->getAttributes();
1048 for(; y < test_tiles_ice.bottom; ++y) {
1049 const Tile* tile = solids->get_tile(x, y);
1052 result |= (tile->getAttributes() & Tile::ICE);
1060 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1061 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
1064 float itop = r1.get_bottom() - r2.get_top();
1065 float ibottom = r2.get_bottom() - r1.get_top();
1066 float ileft = r1.get_right() - r2.get_left();
1067 float iright = r2.get_right() - r1.get_left();
1069 float vert_penetration = std::min(itop, ibottom);
1070 float horiz_penetration = std::min(ileft, iright);
1071 if(vert_penetration < horiz_penetration) {
1072 if(itop < ibottom) {
1074 normal.y = vert_penetration;
1077 normal.y = -vert_penetration;
1080 if(ileft < iright) {
1082 normal.x = horiz_penetration;
1085 normal.x = -horiz_penetration;
1091 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1093 using namespace collision;
1095 const Rectf& r1 = object1->dest;
1096 const Rectf& r2 = object2->dest;
1099 if(intersects(object1->dest, object2->dest)) {
1101 get_hit_normal(r1, r2, hit, normal);
1103 if(!object1->collides(*object2, hit))
1105 std::swap(hit.left, hit.right);
1106 std::swap(hit.top, hit.bottom);
1107 if(!object2->collides(*object1, hit))
1109 std::swap(hit.left, hit.right);
1110 std::swap(hit.top, hit.bottom);
1112 HitResponse response1 = object1->collision(*object2, hit);
1113 std::swap(hit.left, hit.right);
1114 std::swap(hit.top, hit.bottom);
1115 HitResponse response2 = object2->collision(*object1, hit);
1116 if(response1 == CONTINUE && response2 == CONTINUE) {
1117 normal *= (0.5 + DELTA);
1118 object1->dest.move(-normal);
1119 object2->dest.move(normal);
1120 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1121 normal *= (1 + DELTA);
1122 object1->dest.move(-normal);
1123 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1124 normal *= (1 + DELTA);
1125 object2->dest.move(normal);
1131 Sector::collision_static(collision::Constraints* constraints,
1132 const Vector& movement, const Rectf& dest,
1133 MovingObject& object)
1135 collision_tilemap(constraints, movement, dest, object);
1137 // collision with other (static) objects
1138 for(MovingObjects::iterator i = moving_objects.begin();
1139 i != moving_objects.end(); ++i) {
1140 MovingObject* moving_object = *i;
1141 if(moving_object->get_group() != COLGROUP_STATIC
1142 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1144 if(!moving_object->is_valid())
1147 if(moving_object != &object)
1148 check_collisions(constraints, movement, dest, moving_object->bbox,
1149 &object, moving_object);
1154 Sector::collision_static_constrains(MovingObject& object)
1156 using namespace collision;
1157 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1159 Constraints constraints;
1160 Vector movement = object.get_movement();
1161 Rectf& dest = object.dest;
1163 for(int i = 0; i < 2; ++i) {
1164 collision_static(&constraints, Vector(0, movement.y), dest, object);
1165 if(!constraints.has_constraints())
1168 // apply calculated horizontal constraints
1169 if(constraints.get_position_bottom() < infinity) {
1170 float height = constraints.get_height ();
1171 if(height < object.get_bbox().get_height()) {
1172 // we're crushed, but ignore this for now, we'll get this again
1173 // later if we're really crushed or things will solve itself when
1174 // looking at the vertical constraints
1176 dest.p2.y = constraints.get_position_bottom() - DELTA;
1177 dest.p1.y = dest.p2.y - object.get_bbox().get_height();
1178 } else if(constraints.get_position_top() > -infinity) {
1179 dest.p1.y = constraints.get_position_top() + DELTA;
1180 dest.p2.y = dest.p1.y + object.get_bbox().get_height();
1183 if(constraints.has_constraints()) {
1184 if(constraints.hit.bottom) {
1185 dest.move(constraints.ground_movement);
1187 if(constraints.hit.top || constraints.hit.bottom) {
1188 constraints.hit.left = false;
1189 constraints.hit.right = false;
1190 object.collision_solid(constraints.hit);
1194 constraints = Constraints();
1195 for(int i = 0; i < 2; ++i) {
1196 collision_static(&constraints, movement, dest, object);
1197 if(!constraints.has_constraints())
1200 // apply calculated vertical constraints
1201 float width = constraints.get_width ();
1202 if(width < infinity) {
1203 if(width + SHIFT_DELTA < object.get_bbox().get_width()) {
1205 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1206 constraints.get_position_left(), constraints.get_position_right());
1212 object.collision_solid(h);
1214 float xmid = constraints.get_x_midpoint ();
1215 dest.p1.x = xmid - object.get_bbox().get_width()/2;
1216 dest.p2.x = xmid + object.get_bbox().get_width()/2;
1218 } else if(constraints.get_position_right() < infinity) {
1219 dest.p2.x = constraints.get_position_right() - DELTA;
1220 dest.p1.x = dest.p2.x - object.get_bbox().get_width();
1221 } else if(constraints.get_position_left() > -infinity) {
1222 dest.p1.x = constraints.get_position_left() + DELTA;
1223 dest.p2.x = dest.p1.x + object.get_bbox().get_width();
1227 if(constraints.has_constraints()) {
1228 if( constraints.hit.left || constraints.hit.right
1229 || constraints.hit.top || constraints.hit.bottom
1230 || constraints.hit.crush )
1231 object.collision_solid(constraints.hit);
1234 // an extra pass to make sure we're not crushed horizontally
1235 constraints = Constraints();
1236 collision_static(&constraints, movement, dest, object);
1237 if(constraints.get_position_bottom() < infinity) {
1238 float height = constraints.get_height ();
1239 if(height + SHIFT_DELTA < object.get_bbox().get_height()) {
1241 printf("Object %p crushed vertically...\n", &object);
1247 object.collision_solid(h);
1253 const float MAX_SPEED = 16.0f;
1257 Sector::handle_collisions()
1259 using namespace collision;
1261 // calculate destination positions of the objects
1262 for(MovingObjects::iterator i = moving_objects.begin();
1263 i != moving_objects.end(); ++i) {
1264 MovingObject* moving_object = *i;
1265 Vector mov = moving_object->get_movement();
1267 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1268 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1269 moving_object->movement = mov.unit() * MAX_SPEED;
1270 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1273 moving_object->dest = moving_object->get_bbox();
1274 moving_object->dest.move(moving_object->get_movement());
1277 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1278 for(MovingObjects::iterator i = moving_objects.begin();
1279 i != moving_objects.end(); ++i) {
1280 MovingObject* moving_object = *i;
1281 if((moving_object->get_group() != COLGROUP_MOVING
1282 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1283 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1284 || !moving_object->is_valid())
1287 collision_static_constrains(*moving_object);
1290 // part2: COLGROUP_MOVING vs tile attributes
1291 for(MovingObjects::iterator i = moving_objects.begin();
1292 i != moving_objects.end(); ++i) {
1293 MovingObject* moving_object = *i;
1294 if((moving_object->get_group() != COLGROUP_MOVING
1295 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1296 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1297 || !moving_object->is_valid())
1300 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1301 if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
1302 moving_object->collision_tile(tile_attributes);
1306 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1307 for(MovingObjects::iterator i = moving_objects.begin();
1308 i != moving_objects.end(); ++i) {
1309 MovingObject* moving_object = *i;
1310 if((moving_object->get_group() != COLGROUP_MOVING
1311 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1312 || !moving_object->is_valid())
1315 for(MovingObjects::iterator i2 = moving_objects.begin();
1316 i2 != moving_objects.end(); ++i2) {
1317 MovingObject* moving_object_2 = *i2;
1318 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1319 || !moving_object_2->is_valid())
1322 if(intersects(moving_object->dest, moving_object_2->dest)) {
1325 get_hit_normal(moving_object->dest, moving_object_2->dest,
1327 if(!moving_object->collides(*moving_object_2, hit))
1329 if(!moving_object_2->collides(*moving_object, hit))
1332 moving_object->collision(*moving_object_2, hit);
1333 moving_object_2->collision(*moving_object, hit);
1338 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1339 for(MovingObjects::iterator i = moving_objects.begin();
1340 i != moving_objects.end(); ++i) {
1341 MovingObject* moving_object = *i;
1343 if((moving_object->get_group() != COLGROUP_MOVING
1344 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1345 || !moving_object->is_valid())
1348 for(MovingObjects::iterator i2 = i+1;
1349 i2 != moving_objects.end(); ++i2) {
1350 MovingObject* moving_object_2 = *i2;
1351 if((moving_object_2->get_group() != COLGROUP_MOVING
1352 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1353 || !moving_object_2->is_valid())
1356 collision_object(moving_object, moving_object_2);
1360 // apply object movement
1361 for(MovingObjects::iterator i = moving_objects.begin();
1362 i != moving_objects.end(); ++i) {
1363 MovingObject* moving_object = *i;
1365 moving_object->bbox = moving_object->dest;
1366 moving_object->movement = Vector(0, 0);
1371 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
1373 using namespace collision;
1375 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1376 TileMap* solids = *i;
1378 // test with all tiles in this rectangle
1379 Rect test_tiles = solids->get_tiles_overlapping(rect);
1381 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1382 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1383 const Tile* tile = solids->get_tile(x, y);
1385 if(!(tile->getAttributes() & Tile::SOLID))
1387 if(tile->is_unisolid () && ignoreUnisolid)
1389 if(tile->is_slope ()) {
1390 AATriangle triangle;
1391 Rectf tbbox = solids->get_tile_bbox(x, y);
1392 triangle = AATriangle(tbbox, tile->getData());
1393 Constraints constraints;
1394 if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
1397 // We have a solid tile that overlaps the given rectangle.
1407 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1409 using namespace collision;
1411 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1413 for(MovingObjects::const_iterator i = moving_objects.begin();
1414 i != moving_objects.end(); ++i) {
1415 const MovingObject* moving_object = *i;
1416 if (moving_object == ignore_object) continue;
1417 if (!moving_object->is_valid()) continue;
1418 if (moving_object->get_group() == COLGROUP_STATIC) {
1419 if(intersects(rect, moving_object->get_bbox())) return false;
1427 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
1429 using namespace collision;
1431 if (!is_free_of_tiles(rect)) return false;
1433 for(MovingObjects::const_iterator i = moving_objects.begin();
1434 i != moving_objects.end(); ++i) {
1435 const MovingObject* moving_object = *i;
1436 if (moving_object == ignore_object) continue;
1437 if (!moving_object->is_valid()) continue;
1438 if ((moving_object->get_group() == COLGROUP_MOVING)
1439 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1440 || (moving_object->get_group() == COLGROUP_STATIC)) {
1441 if(intersects(rect, moving_object->get_bbox())) return false;
1449 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
1451 // TODO remove this function and move these checks elsewhere...
1452 if((player_status->bonus == FIRE_BONUS &&
1453 (int)bullets.size() >= player_status->max_fire_bullets) ||
1454 (player_status->bonus == ICE_BONUS &&
1455 (int)bullets.size() >= player_status->max_ice_bullets))
1457 auto new_bullet = std::make_shared<Bullet>(pos, xm, dir, player_status->bonus);
1458 add_object(new_bullet);
1460 SoundManager::current()->play("sounds/shoot.wav");
1466 Sector::add_smoke_cloud(const Vector& pos)
1468 add_object(std::make_shared<SmokeCloud>(pos));
1473 Sector::play_music(MusicType type)
1475 currentmusic = type;
1476 switch(currentmusic) {
1478 SoundManager::current()->play_music(music);
1481 SoundManager::current()->play_music("music/invincible.ogg");
1483 case HERRING_WARNING_MUSIC:
1484 SoundManager::current()->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1487 SoundManager::current()->play_music("");
1493 Sector::get_music_type()
1495 return currentmusic;
1499 Sector::get_total_badguys()
1501 int total_badguys = 0;
1502 for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
1503 BadGuy* badguy = dynamic_cast<BadGuy*>(i->get());
1504 if (badguy && badguy->countMe)
1508 return total_badguys;
1512 Sector::inside(const Rectf& rect) const
1514 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1515 TileMap* solids = *i;
1517 Rectf bbox = solids->get_bbox();
1518 bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
1520 if (bbox.contains(rect))
1527 Sector::get_width() const
1530 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1531 i != solid_tilemaps.end(); i++) {
1532 TileMap* solids = *i;
1533 width = std::max(width, solids->get_bbox().get_right());
1540 Sector::get_height() const
1543 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1544 i != solid_tilemaps.end(); i++) {
1545 TileMap* solids = *i;
1546 height = std::max(height, solids->get_bbox().get_bottom());
1553 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1555 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1556 TileMap* solids = *i;
1557 solids->change_all(old_tile_id, new_tile_id);
1562 Sector::set_ambient_light(float red, float green, float blue)
1564 ambient_light.red = red;
1565 ambient_light.green = green;
1566 ambient_light.blue = blue;
1570 Sector::get_ambient_red()
1572 return ambient_light.red;
1576 Sector::get_ambient_green()
1578 return ambient_light.green;
1582 Sector::get_ambient_blue()
1584 return ambient_light.blue;
1588 Sector::set_gravity(float gravity_)
1590 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1591 this->gravity = gravity_;
1595 Sector::get_gravity() const
1601 Sector::get_nearest_player (const Vector& pos)
1603 Player *nearest_player = NULL;
1604 float nearest_dist = std::numeric_limits<float>::max();
1606 std::vector<Player*> players = Sector::current()->get_players();
1607 for (std::vector<Player*>::iterator playerIter = players.begin();
1608 playerIter != players.end();
1611 Player *this_player = *playerIter;
1612 if (this_player->is_dying() || this_player->is_dead())
1615 float this_dist = this_player->get_bbox ().distance(pos);
1617 if (this_dist < nearest_dist) {
1618 nearest_player = this_player;
1619 nearest_dist = this_dist;
1623 return nearest_player;
1624 } /* Player *get_nearest_player */
1626 std::vector<MovingObject*>
1627 Sector::get_nearby_objects (const Vector& center, float max_distance)
1629 std::vector<MovingObject*> ret;
1630 std::vector<Player*> players = Sector::current()->get_players();
1632 for (size_t i = 0; i < players.size (); i++) {
1633 float distance = players[i]->get_bbox ().distance (center);
1634 if (distance <= max_distance)
1635 ret.push_back (players[i]);
1638 for (size_t i = 0; i < moving_objects.size (); i++) {
1639 float distance = moving_objects[i]->get_bbox ().distance (center);
1640 if (distance <= max_distance)
1641 ret.push_back (moving_objects[i]);
1647 /* vim: set sw=2 sts=2 et : */