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_stream.hpp"
49 #include "scripting/squirrel_util.hpp"
50 #include "supertux/collision.hpp"
51 #include "supertux/constants.hpp"
52 #include "supertux/game_session.hpp"
53 #include "supertux/globals.hpp"
54 #include "supertux/level.hpp"
55 #include "supertux/object_factory.hpp"
56 #include "supertux/player_status.hpp"
57 #include "supertux/spawn_point.hpp"
58 #include "supertux/tile.hpp"
59 #include "trigger/sequence_trigger.hpp"
60 #include "util/file_system.hpp"
62 #define DEFORM_BOTTOM AATriangle::DEFORM1
63 #define DEFORM_TOP AATriangle::DEFORM2
64 #define DEFORM_LEFT AATriangle::DEFORM3
65 #define DEFORM_RIGHT AATriangle::DEFORM4
67 Sector* Sector::_current = 0;
69 bool Sector::show_collrects = false;
70 bool Sector::draw_solids_only = false;
72 Sector::Sector(Level* parent) :
78 currentmusic(LEVEL_MUSIC),
81 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
93 add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
94 add_object(new DisplayEffect("Effect"));
95 add_object(new TextObject("Text"));
97 sound_manager->preload("sounds/shoot.wav");
99 // create a new squirrel table for the sector
100 using namespace scripting;
102 sq_collectgarbage(global_vm);
104 sq_newtable(global_vm);
105 sq_pushroottable(global_vm);
106 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
107 throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
109 sq_resetobject(§or_table);
110 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
111 throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
112 sq_addref(global_vm, §or_table);
113 sq_pop(global_vm, 1);
118 using namespace scripting;
122 for(ScriptList::iterator i = scripts.begin();
123 i != scripts.end(); ++i) {
124 HSQOBJECT& object = *i;
125 sq_release(global_vm, &object);
127 sq_release(global_vm, §or_table);
128 sq_collectgarbage(global_vm);
130 update_game_objects();
131 assert(gameobjects_new.size() == 0);
133 for(GameObjects::iterator i = gameobjects.begin();
134 i != gameobjects.end(); ++i) {
135 GameObject* object = *i;
136 before_object_remove(object);
140 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
152 Sector::parse_object(const std::string& name, const Reader& reader)
154 if(name == "camera") {
155 Camera* camera = new Camera(this, "Camera");
156 camera->parse(reader);
158 } else if(name == "particles-snow") {
159 SnowParticleSystem* partsys = new SnowParticleSystem();
160 partsys->parse(reader);
162 } else if(name == "particles-rain") {
163 RainParticleSystem* partsys = new RainParticleSystem();
164 partsys->parse(reader);
166 } else if(name == "particles-comets") {
167 CometParticleSystem* partsys = new CometParticleSystem();
168 partsys->parse(reader);
170 } else if(name == "particles-ghosts") {
171 GhostParticleSystem* partsys = new GhostParticleSystem();
172 partsys->parse(reader);
174 } else if(name == "particles-clouds") {
175 CloudParticleSystem* partsys = new CloudParticleSystem();
176 partsys->parse(reader);
178 } else if(name == "money") { // for compatibility with old maps
179 return new Jumpy(reader);
182 return ObjectFactory::instance().create(name, reader);
183 } catch(std::exception& e) {
184 log_warning << e.what() << "" << std::endl;
191 Sector::parse(const Reader& sector)
193 bool has_background = false;
194 lisp::ListIterator iter(§or);
196 const std::string& token = iter.item();
197 if(token == "name") {
198 iter.value()->get(name);
199 } else if(token == "gravity") {
200 iter.value()->get(gravity);
201 } else if(token == "music") {
202 iter.value()->get(music);
203 } else if(token == "spawnpoint") {
204 SpawnPoint* sp = new SpawnPoint(*iter.lisp());
205 spawnpoints.push_back(sp);
206 } else if(token == "init-script") {
207 iter.value()->get(init_script);
208 } else if(token == "ambient-light") {
209 std::vector<float> vColor;
210 sector.get( "ambient-light", vColor );
211 if(vColor.size() < 3) {
212 log_warning << "(ambient-light) requires a color as argument" << std::endl;
214 ambient_light = Color( vColor );
217 GameObject* object = parse_object(token, *(iter.lisp()));
219 if(dynamic_cast<Background *>(object)) {
220 has_background = true;
221 } else if(dynamic_cast<Gradient *>(object)) {
222 has_background = true;
229 if(!has_background) {
230 Gradient* gradient = new Gradient();
231 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
232 add_object(gradient);
235 update_game_objects();
237 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
241 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
242 update_game_objects();
243 add_object(new Camera(this, "Camera"));
246 update_game_objects();
250 Sector::parse_old_format(const Reader& reader)
253 reader.get("gravity", gravity);
255 std::string backgroundimage;
256 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
257 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
258 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
259 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
260 backgroundimage = "images/background/" + backgroundimage;
261 if (!PHYSFS_exists(backgroundimage.c_str())) {
262 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
263 backgroundimage = "";
268 reader.get("bkgd_speed", bgspeed);
271 Color bkgd_top, bkgd_bottom;
272 int r = 0, g = 0, b = 128;
273 reader.get("bkgd_red_top", r);
274 reader.get("bkgd_green_top", g);
275 reader.get("bkgd_blue_top", b);
276 bkgd_top.red = static_cast<float> (r) / 255.0f;
277 bkgd_top.green = static_cast<float> (g) / 255.0f;
278 bkgd_top.blue = static_cast<float> (b) / 255.0f;
280 reader.get("bkgd_red_bottom", r);
281 reader.get("bkgd_green_bottom", g);
282 reader.get("bkgd_blue_bottom", b);
283 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
284 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
285 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
287 if(backgroundimage != "") {
288 Background* background = new Background();
289 background->set_image(backgroundimage, bgspeed);
290 add_object(background);
292 Gradient* gradient = new Gradient();
293 gradient->set_gradient(bkgd_top, bkgd_bottom);
294 add_object(gradient);
297 std::string particlesystem;
298 reader.get("particle_system", particlesystem);
299 if(particlesystem == "clouds")
300 add_object(new CloudParticleSystem());
301 else if(particlesystem == "snow")
302 add_object(new SnowParticleSystem());
303 else if(particlesystem == "rain")
304 add_object(new RainParticleSystem());
306 Vector startpos(100, 170);
307 reader.get("start_pos_x", startpos.x);
308 reader.get("start_pos_y", startpos.y);
310 SpawnPoint* spawn = new SpawnPoint;
311 spawn->pos = startpos;
312 spawn->name = "main";
313 spawnpoints.push_back(spawn);
315 music = "chipdisko.ogg";
316 // skip reading music filename. It's all .ogg now, anyway
318 reader.get("music", music);
320 music = "music/" + music;
322 int width = 30, height = 15;
323 reader.get("width", width);
324 reader.get("height", height);
326 std::vector<unsigned int> tiles;
327 if(reader.get("interactive-tm", tiles)
328 || reader.get("tilemap", tiles)) {
329 TileMap* tilemap = new TileMap(level->get_tileset());
330 tilemap->set(width, height, tiles, LAYER_TILES, true);
332 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
333 for(size_t x=0; x < tilemap->get_width(); ++x) {
334 for(size_t y=0; y < tilemap->get_height(); ++y) {
335 uint32_t id = tilemap->get_tile_id(x, y);
337 tilemap->change(x, y, 1311);
341 if (height < 19) tilemap->resize(width, 19);
345 if(reader.get("background-tm", tiles)) {
346 TileMap* tilemap = new TileMap(level->get_tileset());
347 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
348 if (height < 19) tilemap->resize(width, 19);
352 if(reader.get("foreground-tm", tiles)) {
353 TileMap* tilemap = new TileMap(level->get_tileset());
354 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
356 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
357 if (height < 19) tilemap->resize(width, 19, 2035);
362 // read reset-points (now spawn-points)
363 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
365 lisp::ListIterator iter(resetpoints);
367 if(iter.item() == "point") {
369 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
371 SpawnPoint* sp = new SpawnPoint;
374 spawnpoints.push_back(sp);
377 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
383 const lisp::Lisp* objects = reader.get_lisp("objects");
385 lisp::ListIterator iter(objects);
387 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
391 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
397 Camera* camera = new Camera(this, "Camera");
400 update_game_objects();
402 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
405 update_game_objects();
409 Sector::fix_old_tiles()
411 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
412 TileMap* solids = *i;
413 for(size_t x=0; x < solids->get_width(); ++x) {
414 for(size_t y=0; y < solids->get_height(); ++y) {
415 uint32_t id = solids->get_tile_id(x, y);
416 const Tile *tile = solids->get_tile(x, y);
417 Vector pos = solids->get_tile_position(x, y);
420 add_object(new InvisibleBlock(pos));
421 solids->change(x, y, 0);
422 } else if(tile->getAttributes() & Tile::COIN) {
423 add_object(new Coin(pos));
424 solids->change(x, y, 0);
425 } else if(tile->getAttributes() & Tile::FULLBOX) {
426 add_object(new BonusBlock(pos, tile->getData()));
427 solids->change(x, y, 0);
428 } else if(tile->getAttributes() & Tile::BRICK) {
429 add_object(new Brick(pos, tile->getData()));
430 solids->change(x, y, 0);
431 } else if(tile->getAttributes() & Tile::GOAL) {
432 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
433 add_object(new SequenceTrigger(pos, sequence));
434 solids->change(x, y, 0);
440 // add lights for special tiles
441 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
442 TileMap* tm = dynamic_cast<TileMap*>(*i);
444 for(size_t x=0; x < tm->get_width(); ++x) {
445 for(size_t y=0; y < tm->get_height(); ++y) {
446 uint32_t id = tm->get_tile_id(x, y);
447 Vector pos = tm->get_tile_position(x, y);
448 Vector center = pos + Vector(16, 16);
452 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
453 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
456 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
457 // space lights a bit
458 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
459 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
460 || ((x % 3 == 0) && (y % 3 == 0))) {
461 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
462 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
473 Sector::run_script(std::istream& in, const std::string& sourcename)
475 using namespace scripting;
477 // garbage collect thread list
478 for(ScriptList::iterator i = scripts.begin();
479 i != scripts.end(); ) {
480 HSQOBJECT& object = *i;
481 HSQUIRRELVM vm = object_to_vm(object);
483 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
484 sq_release(global_vm, &object);
485 i = scripts.erase(i);
492 HSQOBJECT object = create_thread(global_vm);
493 scripts.push_back(object);
495 HSQUIRRELVM vm = object_to_vm(object);
497 // set sector_table as roottable for the thread
498 sq_pushobject(vm, sector_table);
502 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
503 } catch(std::exception& e) {
504 log_warning << "Error running script: " << e.what() << std::endl;
511 Sector::add_object(GameObject* object)
513 // make sure the object isn't already in the list
515 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
517 assert(*i != object);
519 for(GameObjects::iterator i = gameobjects_new.begin();
520 i != gameobjects_new.end(); ++i) {
521 assert(*i != object);
526 gameobjects_new.push_back(object);
530 Sector::activate(const std::string& spawnpoint)
533 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
535 if((*i)->name == spawnpoint) {
541 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
542 if(spawnpoint != "main") {
545 activate(Vector(0, 0));
553 Sector::activate(const Vector& player_pos)
555 if(_current != this) {
557 _current->deactivate();
560 // register sectortable as sector in scripting
561 HSQUIRRELVM vm = scripting::global_vm;
562 sq_pushroottable(vm);
563 sq_pushstring(vm, "sector", -1);
564 sq_pushobject(vm, sector_table);
565 if(SQ_FAILED(sq_createslot(vm, -3)))
566 throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
569 for(GameObjects::iterator i = gameobjects.begin();
570 i != gameobjects.end(); ++i) {
571 GameObject* object = *i;
579 // two-player hack: move other players to main player's position
580 // Maybe specify 2 spawnpoints in the level?
581 for(GameObjects::iterator i = gameobjects.begin();
582 i != gameobjects.end(); ++i) {
583 Player* p = dynamic_cast<Player*>(*i);
586 // spawn smalltux below spawnpoint
588 p->move(player_pos + Vector(0,32));
593 // spawning tux in the ground would kill him
594 if(!is_free_of_tiles(p->get_bbox())) {
595 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
596 Vector npos = p->get_bbox().p1;
602 camera->reset(player->get_pos());
603 update_game_objects();
605 //Run default.nut just before init script
606 //Check to see if it's in a levelset (info file)
607 std::string basedir = FileSystem::dirname(get_level()->filename);
608 if(PHYSFS_exists((basedir + "/info").c_str())) {
610 IFileStream in(basedir + "/default.nut");
611 run_script(in, "default.nut");
612 } catch(std::exception& ) {
613 // doesn't exist or erroneous; do nothing
618 if(init_script != "") {
619 std::istringstream in(init_script);
620 run_script(in, "init-script");
630 // remove sector entry from global vm
631 HSQUIRRELVM vm = scripting::global_vm;
632 sq_pushroottable(vm);
633 sq_pushstring(vm, "sector", -1);
634 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
635 throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
638 for(GameObjects::iterator i = gameobjects.begin();
639 i != gameobjects.end(); ++i) {
640 GameObject* object = *i;
642 try_unexpose(object);
650 Sector::get_active_region()
653 camera->get_translation() - Vector(1600, 1200),
654 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
658 Sector::update(float elapsed_time)
660 player->check_bounds();
663 for(GameObjects::iterator i = gameobjects.begin();
664 i != gameobjects.end(); ++i) {
665 GameObject* object = *i;
666 if(!object->is_valid())
669 object->update(elapsed_time);
672 /* Handle all possible collisions. */
674 update_game_objects();
678 Sector::update_game_objects()
680 /** cleanup marked objects */
681 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
682 i != gameobjects.end(); /* nothing */) {
683 GameObject* object = *i;
685 if(object->is_valid()) {
690 before_object_remove(object);
693 i = gameobjects.erase(i);
696 /* add newly created objects */
697 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
698 i != gameobjects_new.end(); ++i)
700 GameObject* 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(std::vector<GameObject*>::iterator i = gameobjects.begin();
712 i != gameobjects.end(); ++i)
714 TileMap* tm = dynamic_cast<TileMap*>(*i);
716 if (tm->is_solid()) solid_tilemaps.push_back(tm);
722 Sector::before_object_add(GameObject* object)
724 Bullet* bullet = dynamic_cast<Bullet*> (object);
726 bullets.push_back(bullet);
729 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
730 if(movingobject != NULL) {
731 moving_objects.push_back(movingobject);
734 Portable* portable = dynamic_cast<Portable*> (object);
735 if(portable != NULL) {
736 portables.push_back(portable);
739 TileMap* tilemap = dynamic_cast<TileMap*> (object);
740 if(tilemap != NULL && tilemap->is_solid()) {
741 solid_tilemaps.push_back(tilemap);
744 Camera* camera = dynamic_cast<Camera*> (object);
746 if(this->camera != 0) {
747 log_warning << "Multiple cameras added. Ignoring" << std::endl;
750 this->camera = camera;
753 Player* player = dynamic_cast<Player*> (object);
755 if(this->player != 0) {
756 log_warning << "Multiple players added. Ignoring" << std::endl;
759 this->player = player;
762 DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
764 if(this->effect != 0) {
765 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
768 this->effect = effect;
771 if(_current == this) {
779 Sector::try_expose(GameObject* object)
781 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
782 if(object_ != NULL) {
783 HSQUIRRELVM vm = scripting::global_vm;
784 sq_pushobject(vm, sector_table);
785 object_->expose(vm, -1);
791 Sector::try_expose_me()
793 HSQUIRRELVM vm = scripting::global_vm;
794 sq_pushobject(vm, sector_table);
795 scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
796 expose_object(vm, -1, this_, "settings", false);
801 Sector::before_object_remove(GameObject* object)
803 Portable* portable = dynamic_cast<Portable*> (object);
804 if(portable != NULL) {
805 portables.erase(std::find(portables.begin(), portables.end(), portable));
807 Bullet* bullet = dynamic_cast<Bullet*> (object);
809 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
811 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
812 if(moving_object != NULL) {
813 moving_objects.erase(
814 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
818 try_unexpose(object);
822 Sector::try_unexpose(GameObject* object)
824 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
825 if(object_ != NULL) {
826 HSQUIRRELVM vm = scripting::global_vm;
827 SQInteger oldtop = sq_gettop(vm);
828 sq_pushobject(vm, sector_table);
830 object_->unexpose(vm, -1);
831 } catch(std::exception& e) {
832 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
834 sq_settop(vm, oldtop);
839 Sector::try_unexpose_me()
841 HSQUIRRELVM vm = scripting::global_vm;
842 SQInteger oldtop = sq_gettop(vm);
843 sq_pushobject(vm, sector_table);
845 scripting::unexpose_object(vm, -1, "settings");
846 } catch(std::exception& e) {
847 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
849 sq_settop(vm, oldtop);
852 Sector::draw(DrawingContext& context)
854 context.set_ambient_color( ambient_light );
855 context.push_transform();
856 context.set_translation(camera->get_translation());
858 for(GameObjects::iterator i = gameobjects.begin();
859 i != gameobjects.end(); ++i) {
860 GameObject* object = *i;
861 if(!object->is_valid())
864 if (draw_solids_only)
866 TileMap* tm = dynamic_cast<TileMap*>(object);
867 if (tm && !tm->is_solid())
871 object->draw(context);
875 Color color(1.0f, 0.0f, 0.0f, 0.75f);
876 for(MovingObjects::iterator i = moving_objects.begin();
877 i != moving_objects.end(); ++i) {
878 MovingObject* object = *i;
879 const Rectf& rect = object->get_bbox();
881 context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
885 context.pop_transform();
888 /*-------------------------------------------------------------------------
889 * Collision Detection
890 *-------------------------------------------------------------------------*/
892 /** r1 is supposed to be moving, r2 a solid object */
893 void check_collisions(collision::Constraints* constraints,
894 const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
895 GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
897 if(!collision::intersects(obj_rect, other_rect))
900 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
902 if(other != NULL && !other->collides(*object, dummy))
904 if(moving_object != NULL && !moving_object->collides(*other, dummy))
907 // calculate intersection
908 float itop = obj_rect.get_bottom() - other_rect.get_top();
909 float ibottom = other_rect.get_bottom() - obj_rect.get_top();
910 float ileft = obj_rect.get_right() - other_rect.get_left();
911 float iright = other_rect.get_right() - obj_rect.get_left();
913 if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
914 if(ileft < SHIFT_DELTA) {
915 constraints->constrain_right(other_rect.get_left(), other_movement.x);
917 } else if(iright < SHIFT_DELTA) {
918 constraints->constrain_left(other_rect.get_right(), other_movement.x);
922 // shiftout bottom/top
923 if(itop < SHIFT_DELTA) {
924 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
926 } else if(ibottom < SHIFT_DELTA) {
927 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
932 constraints->ground_movement += other_movement;
934 HitResponse response = other->collision(*object, dummy);
935 if(response == ABORT_MOVE)
938 if(other->get_movement() != Vector(0, 0)) {
939 // TODO what todo when we collide with 2 moving objects?!?
940 constraints->ground_movement = other->get_movement();
944 float vert_penetration = std::min(itop, ibottom);
945 float horiz_penetration = std::min(ileft, iright);
946 if(vert_penetration < horiz_penetration) {
948 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
949 constraints->hit.bottom = true;
951 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
952 constraints->hit.top = true;
956 constraints->constrain_right(other_rect.get_left(), other_movement.x);
957 constraints->hit.right = true;
959 constraints->constrain_left(other_rect.get_right(), other_movement.x);
960 constraints->hit.left = true;
965 /* Returns zero if a unisolid tile is non-solid due to the movement direction,
966 * non-zero if the tile is solid due to direction. */
967 int check_movement_unisolid (Vector movement, const Tile* tile)
975 #define MV_NON_SOLID 0
978 /* If the tile is not a slope, this is very easy. */
979 if ((tile->getAttributes() & Tile::SLOPE) == 0)
981 if (movement.y >= 0) /* moving down */
987 /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
988 * that we can always use the "SOUTHEAST" case of the slope. The southeast
989 * case is the following:
995 mv_x = (double) movement.x;
996 mv_y = (double) movement.y;
998 slope_info = tile->getData();
999 switch (slope_info & AATriangle::DIRECTION_MASK)
1001 case AATriangle::SOUTHEAST: /* . */
1002 /* do nothing */ /* /! */
1005 case AATriangle::SOUTHWEST: /* . */
1006 mv_x *= (-1.0); /* !\ */
1009 case AATriangle::NORTHEAST: /* +--+ */
1010 mv_y *= (-1.0); /* \ ! */
1013 case AATriangle::NORTHWEST: /* +--+ */
1014 mv_x *= (-1.0); /* ! / */
1015 mv_y *= (-1.0); /* !/ */
1017 } /* switch (slope_info & DIRECTION_MASK) */
1019 /* Handle the easy cases first */
1020 /* If we're moving to the right and down, then the slope is solid. */
1021 if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
1023 /* If we're moving to the left and up, then the slope is not solid. */
1024 else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
1025 return MV_NON_SOLID;
1027 /* The pure up-down and left-right movements have already been handled. */
1028 assert (mv_x != 0.0);
1029 assert (mv_y != 0.0);
1031 /* calculate tangent of movement */
1032 mv_tan = (-1.0) * mv_y / mv_x;
1034 /* determine tangent of the slope */
1036 if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_BOTTOM)
1037 || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP))
1038 slope_tan = 0.5; /* ~= 26.6 deg */
1039 else if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_LEFT)
1040 || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_RIGHT))
1041 slope_tan = 2.0; /* ~= 63.4 deg */
1044 if (mv_x > 0.0) /* 1st quadrant */
1046 assert (mv_y < 0.0);
1047 if (mv_tan <= slope_tan)
1050 return MV_NON_SOLID;
1053 else if (mv_x < 0.0) /* 3rd quadrant */
1055 assert (mv_y > 0.0);
1056 if (mv_tan >= slope_tan)
1059 return MV_NON_SOLID;
1067 } /* int check_movement_unisolid */
1069 int is_above_line (float l_x, float l_y, float m,
1070 float p_x, float p_y)
1072 float interp_y = (l_y + (m * (p_x - l_x)));
1073 if (interp_y == p_y)
1075 else if (interp_y > p_y)
1081 int is_below_line (float l_x, float l_y, float m,
1082 float p_x, float p_y)
1084 if (is_above_line (l_x, l_y, m, p_x, p_y))
1090 int check_position_unisolid (const Rectf& obj_bbox,
1091 const Rectf& tile_bbox,
1103 #define POS_NON_SOLID 0
1106 /* If this is not a slope, this is - again - easy */
1107 if ((tile->getAttributes() & Tile::SLOPE) == 0)
1109 if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
1112 return POS_NON_SOLID;
1115 /* There are 20 different cases. For each case, calculate a line that
1116 * describes the slope's surface. The line is defined by x, y, and m, the
1118 slope_info = tile->getData();
1120 & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
1122 case AATriangle::SOUTHWEST:
1123 case AATriangle::SOUTHWEST | DEFORM_TOP:
1124 case AATriangle::SOUTHWEST | DEFORM_LEFT:
1125 case AATriangle::NORTHEAST:
1126 case AATriangle::NORTHEAST | DEFORM_TOP:
1127 case AATriangle::NORTHEAST | DEFORM_LEFT:
1128 tile_x = tile_bbox.get_left ();
1129 tile_y = tile_bbox.get_top ();
1133 case AATriangle::SOUTHEAST:
1134 case AATriangle::SOUTHEAST | DEFORM_TOP:
1135 case AATriangle::SOUTHEAST | DEFORM_RIGHT:
1136 case AATriangle::NORTHWEST:
1137 case AATriangle::NORTHWEST | DEFORM_TOP:
1138 case AATriangle::NORTHWEST | DEFORM_RIGHT:
1139 tile_x = tile_bbox.get_right ();
1140 tile_y = tile_bbox.get_top ();
1144 case AATriangle::SOUTHEAST | DEFORM_BOTTOM:
1145 case AATriangle::SOUTHEAST | DEFORM_LEFT:
1146 case AATriangle::NORTHWEST | DEFORM_BOTTOM:
1147 case AATriangle::NORTHWEST | DEFORM_LEFT:
1148 tile_x = tile_bbox.get_left ();
1149 tile_y = tile_bbox.get_bottom ();
1153 case AATriangle::SOUTHWEST | DEFORM_BOTTOM:
1154 case AATriangle::SOUTHWEST | DEFORM_RIGHT:
1155 case AATriangle::NORTHEAST | DEFORM_BOTTOM:
1156 case AATriangle::NORTHEAST | DEFORM_RIGHT:
1157 tile_x = tile_bbox.get_right ();
1158 tile_y = tile_bbox.get_bottom ();
1164 return POS_NON_SOLID;
1167 /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
1168 * sign of the values only. Also, we determine here which corner of the
1169 * object's bounding box is the interesting one for us. */
1170 delta_x = 1.0 * SHIFT_DELTA;
1171 delta_y = 1.0 * SHIFT_DELTA;
1172 switch (slope_info & AATriangle::DIRECTION_MASK)
1174 case AATriangle::SOUTHWEST:
1177 obj_x = obj_bbox.get_left ();
1178 obj_y = obj_bbox.get_bottom ();
1181 case AATriangle::SOUTHEAST:
1184 obj_x = obj_bbox.get_right ();
1185 obj_y = obj_bbox.get_bottom ();
1188 case AATriangle::NORTHWEST:
1191 obj_x = obj_bbox.get_left ();
1192 obj_y = obj_bbox.get_top ();
1195 case AATriangle::NORTHEAST:
1198 obj_x = obj_bbox.get_right ();
1199 obj_y = obj_bbox.get_top ();
1203 /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
1205 switch (slope_info & AATriangle::DEFORM_MASK)
1208 delta_x *= .70710678118654752440; /* 1/sqrt(2) */
1209 delta_y *= .70710678118654752440; /* 1/sqrt(2) */
1214 delta_x *= .44721359549995793928; /* 1/sqrt(5) */
1215 delta_y *= .89442719099991587856; /* 2/sqrt(5) */
1221 delta_x *= .89442719099991587856; /* 2/sqrt(5) */
1222 delta_y *= .44721359549995793928; /* 1/sqrt(5) */
1227 /* With a south slope, check if all points are above the line. If one point
1228 * isn't, the slope is not solid. => You can pass through a south-slope from
1229 * below but not from above. */
1230 if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
1231 || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
1233 if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1234 return (POS_NON_SOLID);
1238 /* northwest or northeast. Same as above, but inverted. You can pass from top
1239 * to bottom but not vice versa. */
1242 if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1243 return (POS_NON_SOLID);
1248 #undef POS_NON_SOLID
1250 } /* int check_position_unisolid */
1253 Sector::collision_tilemap(collision::Constraints* constraints,
1254 const Vector& movement, const Rectf& dest,
1255 MovingObject& object) const
1257 // calculate rectangle where the object will move
1258 float x1 = dest.get_left();
1259 float x2 = dest.get_right();
1260 float y1 = dest.get_top();
1261 float y2 = dest.get_bottom();
1263 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1264 TileMap* solids = *i;
1266 // test with all tiles in this rectangle
1267 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1269 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1270 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1271 const Tile* tile = solids->get_tile(x, y);
1274 // skip non-solid tiles
1275 if((tile->getAttributes() & Tile::SOLID) == 0)
1277 Rectf tile_bbox = solids->get_tile_bbox(x, y);
1279 // only handle unisolid when the player is falling down and when he was
1280 // above the tile before
1281 if(tile->getAttributes() & Tile::UNISOLID) {
1283 Vector relative_movement = movement
1284 - solids->get_movement(/* actual = */ true);
1286 /* Check if the tile is solid given the current movement. This works
1287 * for south-slopes (which are solid when moving "down") and
1288 * north-slopes (which are solid when moving "up". "up" and "down" is
1289 * in quotation marks because because the slope's gradient is taken.
1290 * Also, this uses the movement relative to the tilemaps own movement
1291 * (if any). --octo */
1292 status = check_movement_unisolid (relative_movement, tile);
1293 /* If zero is returned, the unisolid tile is non-solid. */
1297 /* Check whether the object is already *in* the tile. If so, the tile
1298 * is non-solid. Otherwise, if the object is "above" (south slopes)
1299 * or "below" (north slopes), the tile will be solid. */
1300 status = check_position_unisolid (object.get_bbox(), tile_bbox, tile);
1305 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
1306 AATriangle triangle;
1307 int slope_data = tile->getData();
1308 if (solids->get_drawing_effect() == VERTICAL_FLIP)
1309 slope_data = AATriangle::vertical_flip(slope_data);
1310 triangle = AATriangle(tile_bbox, slope_data);
1312 collision::rectangle_aatriangle(constraints, dest, triangle,
1313 solids->get_movement(/* actual = */ false));
1314 } else { // normal rectangular tile
1315 check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
1316 solids->get_movement(/* actual = */ false));
1324 Sector::collision_tile_attributes(const Rectf& dest) const
1326 float x1 = dest.p1.x;
1327 float y1 = dest.p1.y;
1328 float x2 = dest.p2.x;
1329 float y2 = dest.p2.y;
1331 uint32_t result = 0;
1332 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1333 TileMap* solids = *i;
1335 // test with all tiles in this rectangle
1336 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1337 // For ice (only), add a little fudge to recognize tiles Tux is standing on.
1338 Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
1340 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1342 for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
1343 const Tile* tile = solids->get_tile(x, y);
1346 result |= tile->getAttributes();
1348 for(; y < test_tiles_ice.bottom; ++y) {
1349 const Tile* tile = solids->get_tile(x, y);
1352 result |= (tile->getAttributes() & Tile::ICE);
1360 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1361 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
1364 float itop = r1.get_bottom() - r2.get_top();
1365 float ibottom = r2.get_bottom() - r1.get_top();
1366 float ileft = r1.get_right() - r2.get_left();
1367 float iright = r2.get_right() - r1.get_left();
1369 float vert_penetration = std::min(itop, ibottom);
1370 float horiz_penetration = std::min(ileft, iright);
1371 if(vert_penetration < horiz_penetration) {
1372 if(itop < ibottom) {
1374 normal.y = vert_penetration;
1377 normal.y = -vert_penetration;
1380 if(ileft < iright) {
1382 normal.x = horiz_penetration;
1385 normal.x = -horiz_penetration;
1391 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1393 using namespace collision;
1395 const Rectf& r1 = object1->dest;
1396 const Rectf& r2 = object2->dest;
1399 if(intersects(object1->dest, object2->dest)) {
1401 get_hit_normal(r1, r2, hit, normal);
1403 if(!object1->collides(*object2, hit))
1405 std::swap(hit.left, hit.right);
1406 std::swap(hit.top, hit.bottom);
1407 if(!object2->collides(*object1, hit))
1409 std::swap(hit.left, hit.right);
1410 std::swap(hit.top, hit.bottom);
1412 HitResponse response1 = object1->collision(*object2, hit);
1413 std::swap(hit.left, hit.right);
1414 std::swap(hit.top, hit.bottom);
1415 HitResponse response2 = object2->collision(*object1, hit);
1416 if(response1 == CONTINUE && response2 == CONTINUE) {
1417 normal *= (0.5 + DELTA);
1418 object1->dest.move(-normal);
1419 object2->dest.move(normal);
1420 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1421 normal *= (1 + DELTA);
1422 object1->dest.move(-normal);
1423 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1424 normal *= (1 + DELTA);
1425 object2->dest.move(normal);
1431 Sector::collision_static(collision::Constraints* constraints,
1432 const Vector& movement, const Rectf& dest,
1433 MovingObject& object)
1435 collision_tilemap(constraints, movement, dest, object);
1437 // collision with other (static) objects
1438 for(MovingObjects::iterator i = moving_objects.begin();
1439 i != moving_objects.end(); ++i) {
1440 MovingObject* moving_object = *i;
1441 if(moving_object->get_group() != COLGROUP_STATIC
1442 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1444 if(!moving_object->is_valid())
1447 if(moving_object != &object)
1448 check_collisions(constraints, movement, dest, moving_object->bbox,
1449 &object, moving_object);
1454 Sector::collision_static_constrains(MovingObject& object)
1456 using namespace collision;
1457 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1459 Constraints constraints;
1460 Vector movement = object.get_movement();
1461 Rectf& dest = object.dest;
1462 float owidth = object.get_bbox().get_width();
1463 float oheight = object.get_bbox().get_height();
1465 for(int i = 0; i < 2; ++i) {
1466 collision_static(&constraints, Vector(0, movement.y), dest, object);
1467 if(!constraints.has_constraints())
1470 // apply calculated horizontal constraints
1471 if(constraints.get_position_bottom() < infinity) {
1472 float height = constraints.get_height ();
1473 if(height < oheight) {
1474 // we're crushed, but ignore this for now, we'll get this again
1475 // later if we're really crushed or things will solve itself when
1476 // looking at the vertical constraints
1478 dest.p2.y = constraints.get_position_bottom() - DELTA;
1479 dest.p1.y = dest.p2.y - oheight;
1480 } else if(constraints.get_position_top() > -infinity) {
1481 dest.p1.y = constraints.get_position_top() + DELTA;
1482 dest.p2.y = dest.p1.y + oheight;
1485 if(constraints.has_constraints()) {
1486 if(constraints.hit.bottom) {
1487 dest.move(constraints.ground_movement);
1489 if(constraints.hit.top || constraints.hit.bottom) {
1490 constraints.hit.left = false;
1491 constraints.hit.right = false;
1492 object.collision_solid(constraints.hit);
1496 constraints = Constraints();
1497 for(int i = 0; i < 2; ++i) {
1498 collision_static(&constraints, movement, dest, object);
1499 if(!constraints.has_constraints())
1502 // apply calculated vertical constraints
1503 float width = constraints.get_width ();
1504 if(width < infinity) {
1505 if(width + SHIFT_DELTA < owidth) {
1507 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1508 constraints.get_position_left(), constraints.get_position_right());
1514 object.collision_solid(h);
1516 float xmid = constraints.get_x_midpoint ();
1517 dest.p1.x = xmid - owidth/2;
1518 dest.p2.x = xmid + owidth/2;
1520 } else if(constraints.get_position_right() < infinity) {
1521 dest.p2.x = constraints.get_position_right() - DELTA;
1522 dest.p1.x = dest.p2.x - owidth;
1523 } else if(constraints.get_position_left() > -infinity) {
1524 dest.p1.x = constraints.get_position_left() + DELTA;
1525 dest.p2.x = dest.p1.x + owidth;
1529 if(constraints.has_constraints()) {
1530 if( constraints.hit.left || constraints.hit.right
1531 || constraints.hit.top || constraints.hit.bottom
1532 || constraints.hit.crush )
1533 object.collision_solid(constraints.hit);
1536 // an extra pass to make sure we're not crushed horizontally
1537 constraints = Constraints();
1538 collision_static(&constraints, movement, dest, object);
1539 if(constraints.get_position_bottom() < infinity) {
1540 float height = constraints.get_height ();
1541 if(height + SHIFT_DELTA < oheight) {
1543 printf("Object %p crushed vertically...\n", &object);
1549 object.collision_solid(h);
1555 const float MAX_SPEED = 16.0f;
1559 Sector::handle_collisions()
1561 using namespace collision;
1563 // calculate destination positions of the objects
1564 for(MovingObjects::iterator i = moving_objects.begin();
1565 i != moving_objects.end(); ++i) {
1566 MovingObject* moving_object = *i;
1567 Vector mov = moving_object->get_movement();
1569 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1570 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1571 moving_object->movement = mov.unit() * MAX_SPEED;
1572 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1575 moving_object->dest = moving_object->get_bbox();
1576 moving_object->dest.move(moving_object->get_movement());
1579 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1580 for(MovingObjects::iterator i = moving_objects.begin();
1581 i != moving_objects.end(); ++i) {
1582 MovingObject* moving_object = *i;
1583 if((moving_object->get_group() != COLGROUP_MOVING
1584 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1585 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1586 || !moving_object->is_valid())
1589 collision_static_constrains(*moving_object);
1592 // part2: COLGROUP_MOVING vs tile attributes
1593 for(MovingObjects::iterator i = moving_objects.begin();
1594 i != moving_objects.end(); ++i) {
1595 MovingObject* moving_object = *i;
1596 if((moving_object->get_group() != COLGROUP_MOVING
1597 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1598 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1599 || !moving_object->is_valid())
1602 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1603 if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
1604 moving_object->collision_tile(tile_attributes);
1608 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1609 for(MovingObjects::iterator i = moving_objects.begin();
1610 i != moving_objects.end(); ++i) {
1611 MovingObject* moving_object = *i;
1612 if((moving_object->get_group() != COLGROUP_MOVING
1613 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1614 || !moving_object->is_valid())
1617 for(MovingObjects::iterator i2 = moving_objects.begin();
1618 i2 != moving_objects.end(); ++i2) {
1619 MovingObject* moving_object_2 = *i2;
1620 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1621 || !moving_object_2->is_valid())
1624 if(intersects(moving_object->dest, moving_object_2->dest)) {
1627 get_hit_normal(moving_object->dest, moving_object_2->dest,
1629 if(!moving_object->collides(*moving_object_2, hit))
1631 if(!moving_object_2->collides(*moving_object, hit))
1634 moving_object->collision(*moving_object_2, hit);
1635 moving_object_2->collision(*moving_object, hit);
1640 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1641 for(MovingObjects::iterator i = moving_objects.begin();
1642 i != moving_objects.end(); ++i) {
1643 MovingObject* moving_object = *i;
1645 if((moving_object->get_group() != COLGROUP_MOVING
1646 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1647 || !moving_object->is_valid())
1650 for(MovingObjects::iterator i2 = i+1;
1651 i2 != moving_objects.end(); ++i2) {
1652 MovingObject* moving_object_2 = *i2;
1653 if((moving_object_2->get_group() != COLGROUP_MOVING
1654 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1655 || !moving_object_2->is_valid())
1658 collision_object(moving_object, moving_object_2);
1662 // apply object movement
1663 for(MovingObjects::iterator i = moving_objects.begin();
1664 i != moving_objects.end(); ++i) {
1665 MovingObject* moving_object = *i;
1667 moving_object->bbox = moving_object->dest;
1668 moving_object->movement = Vector(0, 0);
1673 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
1675 using namespace collision;
1677 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1678 TileMap* solids = *i;
1680 // test with all tiles in this rectangle
1681 Rect test_tiles = solids->get_tiles_overlapping(rect);
1683 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1684 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1685 const Tile* tile = solids->get_tile(x, y);
1687 if(!(tile->getAttributes() & Tile::SOLID))
1689 if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
1691 if(tile->getAttributes() & Tile::SLOPE) {
1692 AATriangle triangle;
1693 Rectf tbbox = solids->get_tile_bbox(x, y);
1694 triangle = AATriangle(tbbox, tile->getData());
1695 Constraints constraints;
1696 if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
1699 // We have a solid tile that overlaps the given rectangle.
1709 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1711 using namespace collision;
1713 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1715 for(MovingObjects::const_iterator i = moving_objects.begin();
1716 i != moving_objects.end(); ++i) {
1717 const MovingObject* moving_object = *i;
1718 if (moving_object == ignore_object) continue;
1719 if (!moving_object->is_valid()) continue;
1720 if (moving_object->get_group() == COLGROUP_STATIC) {
1721 if(intersects(rect, moving_object->get_bbox())) return false;
1729 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
1731 using namespace collision;
1733 if (!is_free_of_tiles(rect)) return false;
1735 for(MovingObjects::const_iterator i = moving_objects.begin();
1736 i != moving_objects.end(); ++i) {
1737 const MovingObject* moving_object = *i;
1738 if (moving_object == ignore_object) continue;
1739 if (!moving_object->is_valid()) continue;
1740 if ((moving_object->get_group() == COLGROUP_MOVING)
1741 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1742 || (moving_object->get_group() == COLGROUP_STATIC)) {
1743 if(intersects(rect, moving_object->get_bbox())) return false;
1751 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
1753 // TODO remove this function and move these checks elsewhere...
1755 Bullet* new_bullet = 0;
1756 if((player_status->bonus == FIRE_BONUS &&
1757 (int)bullets.size() >= player_status->max_fire_bullets) ||
1758 (player_status->bonus == ICE_BONUS &&
1759 (int)bullets.size() >= player_status->max_ice_bullets))
1761 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1762 add_object(new_bullet);
1764 sound_manager->play("sounds/shoot.wav");
1770 Sector::add_smoke_cloud(const Vector& pos)
1772 add_object(new SmokeCloud(pos));
1777 Sector::play_music(MusicType type)
1779 currentmusic = type;
1780 switch(currentmusic) {
1782 sound_manager->play_music(music);
1785 sound_manager->play_music("music/invincible.ogg");
1787 case HERRING_WARNING_MUSIC:
1788 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1791 sound_manager->play_music("");
1797 Sector::get_music_type()
1799 return currentmusic;
1803 Sector::get_total_badguys()
1805 int total_badguys = 0;
1806 for(GameObjects::iterator i = gameobjects.begin();
1807 i != gameobjects.end(); ++i) {
1808 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1809 if (badguy && badguy->countMe)
1813 return total_badguys;
1817 Sector::inside(const Rectf& rect) const
1819 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1820 TileMap* solids = *i;
1822 Rectf bbox = solids->get_bbox();
1823 bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
1825 if (bbox.contains(rect))
1832 Sector::get_width() const
1835 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1836 i != solid_tilemaps.end(); i++) {
1837 TileMap* solids = *i;
1838 width = std::max(width, solids->get_bbox().get_right());
1845 Sector::get_height() const
1848 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1849 i != solid_tilemaps.end(); i++) {
1850 TileMap* solids = *i;
1851 height = std::max(height, solids->get_bbox().get_bottom());
1858 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1860 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1861 TileMap* solids = *i;
1862 solids->change_all(old_tile_id, new_tile_id);
1867 Sector::set_ambient_light(float red, float green, float blue)
1869 ambient_light.red = red;
1870 ambient_light.green = green;
1871 ambient_light.blue = blue;
1875 Sector::get_ambient_red()
1877 return ambient_light.red;
1881 Sector::get_ambient_green()
1883 return ambient_light.green;
1887 Sector::get_ambient_blue()
1889 return ambient_light.blue;
1893 Sector::set_gravity(float gravity)
1895 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1896 this->gravity = gravity;
1900 Sector::get_gravity() const
1906 Sector::get_nearest_player (const Vector& pos)
1908 Player *nearest_player = NULL;
1909 float nearest_dist = std::numeric_limits<float>::max();
1911 std::vector<Player*> players = Sector::current()->get_players();
1912 for (std::vector<Player*>::iterator playerIter = players.begin();
1913 playerIter != players.end();
1916 Player *this_player = *playerIter;
1917 if (this_player->is_dying() || this_player->is_dead())
1920 float this_dist = this_player->get_bbox ().distance(pos);
1922 if (this_dist < nearest_dist) {
1923 nearest_player = this_player;
1924 nearest_dist = this_dist;
1928 return nearest_player;
1929 } /* Player *get_nearest_player */
1931 std::vector<MovingObject*>
1932 Sector::get_nearby_objects (const Vector& center, float max_distance)
1934 std::vector<MovingObject*> ret;
1935 std::vector<Player*> players = Sector::current()->get_players();
1937 for (size_t i = 0; i < players.size (); i++) {
1938 float distance = players[i]->get_bbox ().distance (center);
1939 if (distance <= max_distance)
1940 ret.push_back (players[i]);
1943 for (size_t i = 0; i < moving_objects.size (); i++) {
1944 float distance = moving_objects[i]->get_bbox ().distance (center);
1945 if (distance <= max_distance)
1946 ret.push_back (moving_objects[i]);
1952 /* vim: set sw=2 sts=2 et : */