3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "app/globals.h"
31 #include "object/gameobjs.h"
32 #include "object/camera.h"
33 #include "object/background.h"
34 #include "object/particlesystem.h"
35 #include "object/tilemap.h"
36 #include "lisp/parser.h"
37 #include "lisp/lisp.h"
38 #include "lisp/writer.h"
39 #include "lisp/list_iterator.h"
41 #include "audio/sound_manager.h"
43 #include "resources.h"
44 #include "statistics.h"
45 #include "collision_grid.h"
46 #include "collision_grid_iterator.h"
47 #include "special/collision.h"
48 #include "math/rectangle.h"
49 #include "math/aatriangle.h"
50 #include "object/coin.h"
51 #include "object/block.h"
52 #include "object/invisible_block.h"
53 #include "object/platform.h"
54 #include "object/bullet.h"
55 #include "object/rock.h"
56 #include "badguy/jumpy.h"
57 #include "badguy/snowball.h"
58 #include "badguy/bouncing_snowball.h"
59 #include "badguy/flame.h"
60 #include "badguy/flyingsnowball.h"
61 #include "badguy/mriceblock.h"
62 #include "badguy/mrbomb.h"
63 #include "badguy/dispenser.h"
64 #include "badguy/spike.h"
65 #include "badguy/spiky.h"
66 #include "badguy/nolok_01.h"
67 #include "trigger/door.h"
68 #include "trigger/sequence_trigger.h"
69 #include "trigger/secretarea_trigger.h"
70 #include "gameobjs_bridge.h"
72 Sector* Sector::_current = 0;
75 : gravity(10), player(0), solids(0), camera(0),
76 currentmusic(LEVEL_MUSIC)
78 song_title = "Mortimers_chipdisko.mod";
79 player = new Player();
82 grid = new CollisionGrid(32000, 32000);
87 update_game_objects();
88 assert(gameobjects_new.size() == 0);
92 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
97 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
106 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
108 if(name == "background") {
109 return new Background(reader);
110 } else if(name == "camera") {
111 Camera* camera = new Camera(this);
112 camera->parse(reader);
114 } else if(name == "tilemap") {
115 return new TileMap(reader);
116 } else if(name == "particles-snow") {
117 SnowParticleSystem* partsys = new SnowParticleSystem();
118 partsys->parse(reader);
120 } else if(name == "particles-clouds") {
121 CloudParticleSystem* partsys = new CloudParticleSystem();
122 partsys->parse(reader);
124 } else if(name == "secretarea") {
125 return new SecretAreaTrigger(reader);
126 } else if(name == "sequencetrigger") {
127 return new SequenceTrigger(reader);
128 } else if(is_object(name)) {
129 return create_object(object_name_to_type(name), reader);
131 std::cerr << "Unknown object type '" << name << "'.\n";
136 Sector::parse(const lisp::Lisp& sector)
140 lisp::ListIterator iter(§or);
142 const std::string& token = iter.item();
143 if(token == "name") {
144 iter.value()->get(name);
145 } else if(token == "gravity") {
146 iter.value()->get(gravity);
147 } else if(token == "music") {
148 iter.value()->get(song_title);
150 } else if(token == "spawnpoint") {
151 const lisp::Lisp* spawnpoint_lisp = iter.lisp();
153 SpawnPoint* sp = new SpawnPoint;
154 spawnpoint_lisp->get("name", sp->name);
155 spawnpoint_lisp->get("x", sp->pos.x);
156 spawnpoint_lisp->get("y", sp->pos.y);
157 spawnpoints.push_back(sp);
159 GameObject* object = parse_object(token, *(iter.lisp()));
166 update_game_objects();
168 update_game_objects();
170 std::cerr << "sector '" << name << "' does not contain a camera.\n";
171 camera = new Camera(this);
175 throw std::runtime_error("sector does not contain a solid tile layer.");
179 Sector::parse_old_format(const lisp::Lisp& reader)
184 reader.get("gravity", gravity);
186 std::string backgroundimage;
187 reader.get("background", backgroundimage);
189 reader.get("bkgd_speed", bgspeed);
192 Color bkgd_top, bkgd_bottom;
193 int r = 0, g = 0, b = 128;
194 reader.get("bkgd_red_top", r);
195 reader.get("bkgd_green_top", g);
196 reader.get("bkgd_blue_top", b);
201 reader.get("bkgd_red_bottom", r);
202 reader.get("bkgd_green_bottom", g);
203 reader.get("bkgd_blue_bottom", b);
205 bkgd_bottom.green = g;
206 bkgd_bottom.blue = b;
208 if(backgroundimage != "") {
209 Background* background = new Background;
210 background->set_image(backgroundimage, bgspeed);
211 add_object(background);
213 Background* background = new Background;
214 background->set_gradient(bkgd_top, bkgd_bottom);
215 add_object(background);
218 std::string particlesystem;
219 reader.get("particle_system", particlesystem);
220 if(particlesystem == "clouds")
221 add_object(new CloudParticleSystem());
222 else if(particlesystem == "snow")
223 add_object(new SnowParticleSystem());
225 Vector startpos(100, 170);
226 reader.get("start_pos_x", startpos.x);
227 reader.get("start_pos_y", startpos.y);
229 SpawnPoint* spawn = new SpawnPoint;
230 spawn->pos = startpos;
231 spawn->name = "main";
232 spawnpoints.push_back(spawn);
234 song_title = "Mortimers_chipdisko.mod";
235 reader.get("music", song_title);
238 int width, height = 15;
239 reader.get("width", width);
240 reader.get("height", height);
242 std::vector<unsigned int> tiles;
243 if(reader.get_vector("interactive-tm", tiles)
244 || reader.get_vector("tilemap", tiles)) {
245 TileMap* tilemap = new TileMap();
246 tilemap->set(width, height, tiles, LAYER_TILES, true);
250 if(reader.get_vector("background-tm", tiles)) {
251 TileMap* tilemap = new TileMap();
252 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
256 if(reader.get_vector("foreground-tm", tiles)) {
257 TileMap* tilemap = new TileMap();
258 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
262 // read reset-points (now spawn-points)
263 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
265 lisp::ListIterator iter(resetpoints);
267 if(iter.item() == "point") {
269 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
271 SpawnPoint* sp = new SpawnPoint;
274 spawnpoints.push_back(sp);
277 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
283 const lisp::Lisp* objects = reader.get_lisp("objects");
285 lisp::ListIterator iter(objects);
287 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
291 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
297 Camera* camera = new Camera(this);
300 update_game_objects();
302 update_game_objects();
304 throw std::runtime_error("sector does not contain a solid tile layer.");
308 Sector::fix_old_tiles()
311 for(size_t x=0; x < solids->get_width(); ++x) {
312 for(size_t y=0; y < solids->get_height(); ++y) {
313 const Tile* tile = solids->get_tile(x, y);
314 Vector pos(x*32, y*32);
316 if(tile->getID() == 112) {
317 add_object(new InvisibleBlock(pos));
318 solids->change(x, y, 0);
319 } else if(tile->getID() == 295) {
320 add_object(new Spike(pos, Spike::NORTH));
321 solids->change(x, y, 0);
322 } else if(tile->getID() == 296) {
323 add_object(new Spike(pos, Spike::EAST));
324 solids->change(x, y, 0);
325 } else if(tile->getID() == 297) {
326 add_object(new Spike(pos, Spike::SOUTH));
327 solids->change(x, y, 0);
328 } else if(tile->getID() == 298) {
329 add_object(new Spike(pos, Spike::WEST));
330 solids->change(x, y, 0);
331 } else if(tile->getAttributes() & Tile::COIN) {
332 add_object(new Coin(pos));
333 solids->change(x, y, 0);
334 } else if(tile->getAttributes() & Tile::FULLBOX) {
335 add_object(new BonusBlock(pos, tile->getData()));
336 solids->change(x, y, 0);
337 } else if(tile->getAttributes() & Tile::BRICK) {
338 add_object(new Brick(pos, tile->getData()));
339 solids->change(x, y, 0);
340 } else if(tile->getAttributes() & Tile::GOAL) {
341 add_object(new SequenceTrigger(pos, "endsequence"));
342 solids->change(x, y, 0);
349 Sector::write(lisp::Writer& writer)
351 writer.write_string("name", name);
352 writer.write_float("gravity", gravity);
353 writer.write_string("music", song_title);
356 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
358 SpawnPoint* spawn = *i;
359 writer.start_list("spawn-points");
360 writer.write_string("name", spawn->name);
361 writer.write_float("x", spawn->pos.x);
362 writer.write_float("y", spawn->pos.y);
363 writer.end_list("spawn-points");
367 for(GameObjects::iterator i = gameobjects.begin();
368 i != gameobjects.end(); ++i) {
369 Serializable* serializable = dynamic_cast<Serializable*> (*i);
371 serializable->write(writer);
376 Sector::add_object(GameObject* object)
378 // make sure the object isn't already in the list
380 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
383 assert("object already added to sector" == 0);
386 for(GameObjects::iterator i = gameobjects_new.begin();
387 i != gameobjects_new.end(); ++i) {
389 assert("object already added to sector" == 0);
394 gameobjects_new.push_back(object);
398 Sector::activate(const std::string& spawnpoint)
402 // Apply bonuses from former levels
403 switch (player_status.bonus)
405 case PlayerStatus::NO_BONUS:
408 case PlayerStatus::FLOWER_BONUS:
409 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
412 case PlayerStatus::GROWUP_BONUS:
418 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
420 if((*i)->name == spawnpoint) {
426 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
428 player->move(sp->pos);
431 camera->reset(player->get_pos());
435 Sector::get_best_spawn_point(Vector pos)
437 Vector best_reset_point = Vector(-1,-1);
439 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
441 if((*i)->name != "main")
443 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
444 best_reset_point = (*i)->pos;
447 return best_reset_point;
451 Sector::get_active_region()
454 camera->get_translation() - Vector(1600, 1200),
455 camera->get_translation() + Vector(1600, 1200));
459 Sector::action(float elapsed_time)
461 player->check_bounds(camera);
464 CollisionGridIterator iter(*grid, get_active_region());
465 while(MovingObject* object = iter.next()) {
466 if(!object->is_valid())
469 object->action(elapsed_time);
473 for(GameObjects::iterator i = gameobjects.begin();
474 i != gameobjects.end(); ++i) {
475 GameObject* object = *i;
476 if(!object->is_valid())
479 object->action(elapsed_time);
483 /* Handle all possible collisions. */
485 update_game_objects();
489 Sector::update_game_objects()
491 /** cleanup marked objects */
492 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
493 i != gameobjects.end(); /* nothing */) {
494 GameObject* object = *i;
496 if(object->is_valid()) {
501 Bullet* bullet = dynamic_cast<Bullet*> (object);
504 std::remove(bullets.begin(), bullets.end(), bullet),
507 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
509 grid->remove_object(movingobject);
512 i = gameobjects.erase(i);
515 /* add newly created objects */
516 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
517 i != gameobjects_new.end(); ++i)
519 GameObject* object = *i;
521 Bullet* bullet = dynamic_cast<Bullet*> (object);
523 bullets.push_back(bullet);
525 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
527 grid->add_object(movingobject);
529 TileMap* tilemap = dynamic_cast<TileMap*> (object);
530 if(tilemap && tilemap->is_solid()) {
534 std::cerr << "Another solid tilemaps added. Ignoring.";
538 Camera* camera = dynamic_cast<Camera*> (object);
540 if(this->camera != 0) {
541 std::cerr << "Warning: Multiple cameras added. Ignoring.";
544 this->camera = camera;
547 gameobjects.push_back(object);
549 gameobjects_new.clear();
553 Sector::draw(DrawingContext& context)
555 context.push_transform();
556 context.set_translation(camera->get_translation());
559 CollisionGridIterator iter(*grid, get_active_region());
560 while(MovingObject* object = iter.next()) {
561 if(!object->is_valid())
564 object->draw(context);
567 for(GameObjects::iterator i = gameobjects.begin();
568 i != gameobjects.end(); ++i) {
569 GameObject* object = *i;
570 if(!object->is_valid())
573 object->draw(context);
577 context.pop_transform();
580 static const float DELTA = .001;
583 Sector::collision_tilemap(MovingObject* object, int depth)
587 std::cout << "Max collision depth reached.\n";
589 object->movement = Vector(0, 0);
593 // calculate rectangle where the object will move
595 if(object->get_movement().x >= 0) {
596 x1 = object->get_pos().x;
597 x2 = object->get_bbox().p2.x + object->get_movement().x;
599 x1 = object->get_pos().x + object->get_movement().x;
600 x2 = object->get_bbox().p2.x;
603 if(object->get_movement().y >= 0) {
604 y1 = object->get_pos().y;
605 y2 = object->get_bbox().p2.y + object->get_movement().y;
607 y1 = object->get_pos().y + object->get_movement().y;
608 y2 = object->get_bbox().p2.y;
611 // test with all tiles in this rectangle
612 int starttilex = int(x1-1) / 32;
613 int starttiley = int(y1-1) / 32;
614 int max_x = int(x2+1);
615 int max_y = int(y2+1);
617 CollisionHit temphit, hit;
618 Rectangle dest = object->get_bbox();
619 dest.move(object->movement);
620 hit.time = -1; // represents an invalid value
621 for(int x = starttilex; x*32 < max_x; ++x) {
622 for(int y = starttiley; y*32 < max_y; ++y) {
623 const Tile* tile = solids->get_tile(x, y);
626 if(!(tile->getAttributes() & Tile::SOLID))
628 if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
631 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
633 Vector p1(x*32, y*32);
634 Vector p2((x+1)*32, (y+1)*32);
635 triangle = AATriangle(p1, p2, tile->getData());
637 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
639 if(temphit.time > hit.time)
642 } else { // normal rectangular tile
643 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
644 if(Collision::rectangle_rectangle(temphit, dest,
645 object->movement, rect)) {
646 if(temphit.time > hit.time)
653 // did we collide at all?
657 // call collision function
658 HitResponse response = object->collision(*solids, hit);
659 if(response == ABORT_MOVE) {
660 object->movement = Vector(0, 0);
663 if(response == FORCE_MOVE) {
666 // move out of collision and try again
667 object->movement += hit.normal * (hit.depth + DELTA);
668 collision_tilemap(object, depth+1);
672 Sector::collision_object(MovingObject* object1, MovingObject* object2)
675 Rectangle dest1 = object1->get_bbox();
676 dest1.move(object1->get_movement());
677 Rectangle dest2 = object2->get_bbox();
678 dest2.move(object2->get_movement());
680 Vector movement = object1->get_movement() - object2->get_movement();
681 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
682 HitResponse response1 = object1->collision(*object2, hit);
684 HitResponse response2 = object2->collision(*object1, hit);
686 if(response1 != CONTINUE) {
687 if(response1 == ABORT_MOVE)
688 object1->movement = Vector(0, 0);
689 if(response2 == CONTINUE)
690 object2->movement += hit.normal * (hit.depth + DELTA);
691 } else if(response2 != CONTINUE) {
692 if(response2 == ABORT_MOVE)
693 object2->movement = Vector(0, 0);
694 if(response1 == CONTINUE)
695 object1->movement += -hit.normal * (hit.depth + DELTA);
697 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
698 object2->movement += hit.normal * (hit.depth/2 + DELTA);
704 Sector::collision_handler()
707 grid->check_collisions();
709 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
710 i != gameobjects.end(); ++i) {
711 GameObject* gameobject = *i;
712 if(!gameobject->is_valid())
714 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
717 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
718 movingobject->bbox.move(movingobject->movement);
719 movingobject->movement = Vector(0, 0);
723 // collision with tilemap
724 if(! (movingobject->movement == Vector(0, 0)))
725 collision_tilemap(movingobject, 0);
727 // collision with other objects
728 for(std::vector<GameObject*>::iterator i2 = i+1;
729 i2 != gameobjects.end(); ++i2) {
730 GameObject* other_object = *i2;
731 if(!other_object->is_valid()
732 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
734 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
738 collision_object(movingobject, movingobject2);
741 movingobject->bbox.move(movingobject->get_movement());
742 movingobject->movement = Vector(0, 0);
748 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
750 if(player->got_power == Player::FIRE_POWER) {
751 if(bullets.size() > MAX_FIRE_BULLETS-1)
753 } else if(player->got_power == Player::ICE_POWER) {
754 if(bullets.size() > MAX_ICE_BULLETS-1)
758 Bullet* new_bullet = 0;
759 if(player->got_power == Player::FIRE_POWER)
760 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
761 else if(player->got_power == Player::ICE_POWER)
762 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
764 throw std::runtime_error("wrong bullet type.");
765 add_object(new_bullet);
767 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
773 Sector::add_smoke_cloud(const Vector& pos)
775 add_object(new SmokeCloud(pos));
780 Sector::add_floating_text(const Vector& pos, const std::string& text)
782 add_object(new FloatingText(pos, text));
791 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
793 song_path = (char *) malloc(sizeof(char) * datadir.length() +
794 strlen(song_title.c_str()) + 8 + 5);
795 song_subtitle = strdup(song_title.c_str());
796 strcpy(strstr(song_subtitle, "."), "\0");
797 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
798 song_subtitle, strstr(song_title.c_str(), "."));
799 if(!SoundManager::get()->exists_music(song_path)) {
800 level_song_fast = level_song;
802 level_song_fast = SoundManager::get()->load_music(song_path);
809 Sector::play_music(int type)
812 switch(currentmusic) {
814 SoundManager::get()->play_music(level_song_fast);
817 SoundManager::get()->play_music(level_song);
820 SoundManager::get()->play_music(herring_song);
823 SoundManager::get()->halt_music();
829 Sector::get_music_type()
835 Sector::get_total_badguys()
837 int total_badguys = 0;
839 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
841 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
846 return total_badguys;
850 Sector::inside(const Rectangle& rect) const
852 if(rect.p1.x > solids->get_width() * 32
853 || rect.p1.y > solids->get_height() * 32
854 || rect.p2.x < 0 || rect.p2.y < 0)