3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
34 #include "object/player.hpp"
35 #include "object/gameobjs.hpp"
36 #include "object/camera.hpp"
37 #include "object/background.hpp"
38 #include "object/gradient.hpp"
39 #include "object/particlesystem.hpp"
40 #include "object/particlesystem_interactive.hpp"
41 #include "object/tilemap.hpp"
42 #include "lisp/parser.hpp"
43 #include "lisp/lisp.hpp"
44 #include "lisp/writer.hpp"
45 #include "lisp/list_iterator.hpp"
47 #include "audio/sound_manager.hpp"
48 #include "game_session.hpp"
49 #include "resources.hpp"
50 #include "statistics.hpp"
51 #include "object_factory.hpp"
52 #include "collision.hpp"
53 #include "spawn_point.hpp"
54 #include "math/rect.hpp"
55 #include "math/aatriangle.hpp"
56 #include "object/coin.hpp"
57 #include "object/block.hpp"
58 #include "object/invisible_block.hpp"
59 #include "object/light.hpp"
60 #include "object/pulsing_light.hpp"
61 #include "object/bullet.hpp"
62 #include "object/text_object.hpp"
63 #include "object/portable.hpp"
64 #include "badguy/jumpy.hpp"
65 #include "trigger/sequence_trigger.hpp"
66 #include "player_status.hpp"
67 #include "scripting/squirrel_util.hpp"
68 #include "script_interface.hpp"
72 Sector* Sector::_current = 0;
74 bool Sector::show_collrects = false;
75 bool Sector::draw_solids_only = false;
77 Sector::Sector(Level* parent)
78 : level(parent), currentmusic(LEVEL_MUSIC),
79 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10.0), player(0), camera(0)
81 add_object(new Player(player_status, "Tux"));
82 add_object(new DisplayEffect("Effect"));
83 add_object(new TextObject("Text"));
85 // create a new squirrel table for the sector
86 using namespace Scripting;
88 sq_collectgarbage(global_vm);
90 sq_newtable(global_vm);
91 sq_pushroottable(global_vm);
92 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
93 throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
95 sq_resetobject(§or_table);
96 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
97 throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
98 sq_addref(global_vm, §or_table);
104 using namespace Scripting;
108 for(ScriptList::iterator i = scripts.begin();
109 i != scripts.end(); ++i) {
110 HSQOBJECT& object = *i;
111 sq_release(global_vm, &object);
113 sq_release(global_vm, §or_table);
114 sq_collectgarbage(global_vm);
116 update_game_objects();
117 assert(gameobjects_new.size() == 0);
119 for(GameObjects::iterator i = gameobjects.begin();
120 i != gameobjects.end(); ++i) {
121 GameObject* object = *i;
122 before_object_remove(object);
126 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
138 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
140 if(name == "camera") {
141 Camera* camera = new Camera(this, "Camera");
142 camera->parse(reader);
144 } else if(name == "particles-snow") {
145 SnowParticleSystem* partsys = new SnowParticleSystem();
146 partsys->parse(reader);
148 } else if(name == "particles-rain") {
149 RainParticleSystem* partsys = new RainParticleSystem();
150 partsys->parse(reader);
152 } else if(name == "particles-comets") {
153 CometParticleSystem* partsys = new CometParticleSystem();
154 partsys->parse(reader);
156 } else if(name == "particles-ghosts") {
157 GhostParticleSystem* partsys = new GhostParticleSystem();
158 partsys->parse(reader);
160 } else if(name == "particles-clouds") {
161 CloudParticleSystem* partsys = new CloudParticleSystem();
162 partsys->parse(reader);
164 } else if(name == "money") { // for compatibility with old maps
165 return new Jumpy(reader);
169 return create_object(name, reader);
170 } catch(std::exception& e) {
171 log_warning << e.what() << "" << std::endl;
178 Sector::parse(const lisp::Lisp& sector)
180 bool has_background = false;
181 lisp::ListIterator iter(§or);
183 const std::string& token = iter.item();
184 if(token == "name") {
185 iter.value()->get(name);
186 } else if(token == "gravity") {
187 iter.value()->get(gravity);
188 } else if(token == "music") {
189 iter.value()->get(music);
190 } else if(token == "spawnpoint") {
191 SpawnPoint* sp = new SpawnPoint(iter.lisp());
192 spawnpoints.push_back(sp);
193 } else if(token == "init-script") {
194 iter.value()->get(init_script);
195 } else if(token == "ambient-light") {
196 std::vector<float> vColor;
197 sector.get_vector( "ambient-light", vColor );
198 if(vColor.size() < 3) {
199 log_warning << "(ambient-light) requires a color as argument" << std::endl;
201 ambient_light = Color( vColor );
204 GameObject* object = parse_object(token, *(iter.lisp()));
206 if(dynamic_cast<Background *>(object)) {
207 has_background = true;
208 } else if(dynamic_cast<Gradient *>(object)) {
209 has_background = true;
216 if(!has_background) {
217 Gradient* gradient = new Gradient();
218 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
219 add_object(gradient);
222 update_game_objects();
224 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
228 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
229 update_game_objects();
230 add_object(new Camera(this, "Camera"));
233 update_game_objects();
237 Sector::parse_old_format(const lisp::Lisp& reader)
240 reader.get("gravity", gravity);
242 std::string backgroundimage;
243 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
244 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
245 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
246 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
247 backgroundimage = "images/background/" + backgroundimage;
248 if (!PHYSFS_exists(backgroundimage.c_str())) {
249 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
250 backgroundimage = "";
255 reader.get("bkgd_speed", bgspeed);
258 Color bkgd_top, bkgd_bottom;
259 int r = 0, g = 0, b = 128;
260 reader.get("bkgd_red_top", r);
261 reader.get("bkgd_green_top", g);
262 reader.get("bkgd_blue_top", b);
263 bkgd_top.red = static_cast<float> (r) / 255.0f;
264 bkgd_top.green = static_cast<float> (g) / 255.0f;
265 bkgd_top.blue = static_cast<float> (b) / 255.0f;
267 reader.get("bkgd_red_bottom", r);
268 reader.get("bkgd_green_bottom", g);
269 reader.get("bkgd_blue_bottom", b);
270 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
271 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
272 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
274 if(backgroundimage != "") {
275 Background* background = new Background();
276 background->set_image(backgroundimage, bgspeed);
277 add_object(background);
279 Gradient* gradient = new Gradient();
280 gradient->set_gradient(bkgd_top, bkgd_bottom);
281 add_object(gradient);
284 std::string particlesystem;
285 reader.get("particle_system", particlesystem);
286 if(particlesystem == "clouds")
287 add_object(new CloudParticleSystem());
288 else if(particlesystem == "snow")
289 add_object(new SnowParticleSystem());
290 else if(particlesystem == "rain")
291 add_object(new RainParticleSystem());
293 Vector startpos(100, 170);
294 reader.get("start_pos_x", startpos.x);
295 reader.get("start_pos_y", startpos.y);
297 SpawnPoint* spawn = new SpawnPoint;
298 spawn->pos = startpos;
299 spawn->name = "main";
300 spawnpoints.push_back(spawn);
302 music = "chipdisko.ogg";
303 // skip reading music filename. It's all .ogg now, anyway
305 reader.get("music", music);
307 music = "music/" + music;
309 int width = 30, height = 15;
310 reader.get("width", width);
311 reader.get("height", height);
313 std::vector<unsigned int> tiles;
314 if(reader.get_vector("interactive-tm", tiles)
315 || reader.get_vector("tilemap", tiles)) {
316 TileMap* tilemap = new TileMap();
317 tilemap->set(width, height, tiles, LAYER_TILES, true);
319 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
320 for(size_t x=0; x < tilemap->get_width(); ++x) {
321 for(size_t y=0; y < tilemap->get_height(); ++y) {
322 const Tile* tile = tilemap->get_tile(x, y);
323 if(tile->getID() == 112) tilemap->change(x, y, 1311);
327 if (height < 19) tilemap->resize(width, 19);
331 if(reader.get_vector("background-tm", tiles)) {
332 TileMap* tilemap = new TileMap();
333 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
334 if (height < 19) tilemap->resize(width, 19);
338 if(reader.get_vector("foreground-tm", tiles)) {
339 TileMap* tilemap = new TileMap();
340 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
342 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
343 if (height < 19) tilemap->resize(width, 19, 2035);
348 // read reset-points (now spawn-points)
349 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
351 lisp::ListIterator iter(resetpoints);
353 if(iter.item() == "point") {
355 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
357 SpawnPoint* sp = new SpawnPoint;
360 spawnpoints.push_back(sp);
363 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
369 const lisp::Lisp* objects = reader.get_lisp("objects");
371 lisp::ListIterator iter(objects);
373 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
377 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
383 Camera* camera = new Camera(this, "Camera");
386 update_game_objects();
388 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
391 update_game_objects();
395 Sector::fix_old_tiles()
397 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
398 TileMap* solids = *i;
399 for(size_t x=0; x < solids->get_width(); ++x) {
400 for(size_t y=0; y < solids->get_height(); ++y) {
401 const Tile* tile = solids->get_tile(x, y);
402 Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
404 if(tile->getID() == 112) {
405 add_object(new InvisibleBlock(pos));
406 solids->change(x, y, 0);
407 } else if(tile->getAttributes() & Tile::COIN) {
408 add_object(new Coin(pos));
409 solids->change(x, y, 0);
410 } else if(tile->getAttributes() & Tile::FULLBOX) {
411 add_object(new BonusBlock(pos, tile->getData()));
412 solids->change(x, y, 0);
413 } else if(tile->getAttributes() & Tile::BRICK) {
414 add_object(new Brick(pos, tile->getData()));
415 solids->change(x, y, 0);
416 } else if(tile->getAttributes() & Tile::GOAL) {
417 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
418 add_object(new SequenceTrigger(pos, sequence));
419 solids->change(x, y, 0);
425 // add lights for special tiles
426 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
427 TileMap* tm = dynamic_cast<TileMap*>(*i);
429 for(size_t x=0; x < tm->get_width(); ++x) {
430 for(size_t y=0; y < tm->get_height(); ++y) {
431 const Tile* tile = tm->get_tile(x, y);
432 Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
433 Vector center(pos.x + 16, pos.y + 16);
436 if (tile->getID() == 1517) {
437 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
438 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
441 if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
442 // space lights a bit
443 if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
444 && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
445 || ((x % 3 == 0) && (y % 3 == 0))) {
446 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
447 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
459 Sector::write(lisp::Writer& writer)
461 writer.write_string("name", name);
462 writer.write_float("gravity", gravity);
463 writer.write_string("music", music);
466 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
468 SpawnPoint* spawn = *i;
469 writer.start_list("spawn-points");
470 writer.write_string("name", spawn->name);
471 writer.write_float("x", spawn->pos.x);
472 writer.write_float("y", spawn->pos.y);
473 writer.end_list("spawn-points");
477 for(GameObjects::iterator i = gameobjects.begin();
478 i != gameobjects.end(); ++i) {
479 Serializable* serializable = dynamic_cast<Serializable*> (*i);
481 serializable->write(writer);
486 Sector::run_script(std::istream& in, const std::string& sourcename)
488 using namespace Scripting;
490 // garbage collect thread list
491 for(ScriptList::iterator i = scripts.begin();
492 i != scripts.end(); ) {
493 HSQOBJECT& object = *i;
494 HSQUIRRELVM vm = object_to_vm(object);
496 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
497 sq_release(global_vm, &object);
498 i = scripts.erase(i);
505 HSQOBJECT object = create_thread(global_vm);
506 scripts.push_back(object);
508 HSQUIRRELVM vm = object_to_vm(object);
510 // set sector_table as roottable for the thread
511 sq_pushobject(vm, sector_table);
514 compile_and_run(vm, in, sourcename);
520 Sector::add_object(GameObject* object)
522 // make sure the object isn't already in the list
524 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
527 assert("object already added to sector" == 0);
530 for(GameObjects::iterator i = gameobjects_new.begin();
531 i != gameobjects_new.end(); ++i) {
533 assert("object already added to sector" == 0);
539 gameobjects_new.push_back(object);
543 Sector::activate(const std::string& spawnpoint)
546 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
548 if((*i)->name == spawnpoint) {
554 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
555 if(spawnpoint != "main") {
558 activate(Vector(0, 0));
566 Sector::activate(const Vector& player_pos)
568 if(_current != this) {
570 _current->deactivate();
573 // register sectortable as sector in scripting
574 HSQUIRRELVM vm = Scripting::global_vm;
575 sq_pushroottable(vm);
576 sq_pushstring(vm, "sector", -1);
577 sq_pushobject(vm, sector_table);
578 if(SQ_FAILED(sq_createslot(vm, -3)))
579 throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
582 for(GameObjects::iterator i = gameobjects.begin();
583 i != gameobjects.end(); ++i) {
584 GameObject* object = *i;
591 // spawn smalltux below spawnpoint
592 if (!player->is_big()) {
593 player->move(player_pos + Vector(0,32));
595 player->move(player_pos);
598 // spawning tux in the ground would kill him
599 if(!is_free_of_tiles(player->get_bbox())) {
600 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
601 Vector npos = player->get_bbox().p1;
606 camera->reset(player->get_pos());
607 update_game_objects();
610 if(init_script != "") {
611 std::istringstream in(init_script);
612 run_script(in, std::string("Sector(") + name + ") - init");
622 // remove sector entry from global vm
623 HSQUIRRELVM vm = Scripting::global_vm;
624 sq_pushroottable(vm);
625 sq_pushstring(vm, "sector", -1);
626 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
627 throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
630 for(GameObjects::iterator i = gameobjects.begin();
631 i != gameobjects.end(); ++i) {
632 GameObject* object = *i;
634 try_unexpose(object);
642 Sector::get_active_region()
645 camera->get_translation() - Vector(1600, 1200),
646 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
650 Sector::update(float elapsed_time)
652 player->check_bounds(camera);
655 for(GameObjects::iterator i = gameobjects.begin();
656 i != gameobjects.end(); ++i) {
657 GameObject* object = *i;
658 if(!object->is_valid())
661 object->update(elapsed_time);
664 /* Handle all possible collisions. */
666 update_game_objects();
670 Sector::update_game_objects()
672 /** cleanup marked objects */
673 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
674 i != gameobjects.end(); /* nothing */) {
675 GameObject* object = *i;
677 if(object->is_valid()) {
682 before_object_remove(object);
685 i = gameobjects.erase(i);
688 /* add newly created objects */
689 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
690 i != gameobjects_new.end(); ++i)
692 GameObject* object = *i;
694 before_object_add(object);
696 gameobjects.push_back(object);
698 gameobjects_new.clear();
700 /* update solid_tilemaps list */
701 //FIXME: this could be more efficient
702 solid_tilemaps.clear();
703 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
704 i != gameobjects.end(); ++i)
706 TileMap* tm = dynamic_cast<TileMap*>(*i);
708 if (tm->is_solid()) solid_tilemaps.push_back(tm);
714 Sector::before_object_add(GameObject* object)
716 Bullet* bullet = dynamic_cast<Bullet*> (object);
718 bullets.push_back(bullet);
721 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
722 if(movingobject != NULL) {
723 moving_objects.push_back(movingobject);
726 Portable* portable = dynamic_cast<Portable*> (object);
727 if(portable != NULL) {
728 portables.push_back(portable);
731 TileMap* tilemap = dynamic_cast<TileMap*> (object);
732 if(tilemap != NULL && tilemap->is_solid()) {
733 solid_tilemaps.push_back(tilemap);
736 Camera* camera = dynamic_cast<Camera*> (object);
738 if(this->camera != 0) {
739 log_warning << "Multiple cameras added. Ignoring" << std::endl;
742 this->camera = camera;
745 Player* player = dynamic_cast<Player*> (object);
747 if(this->player != 0) {
748 log_warning << "Multiple players added. Ignoring" << std::endl;
751 this->player = player;
754 UsesPhysic *physic_object = dynamic_cast<UsesPhysic *>(object);
757 physic_object->physic.set_gravity(gravity);
761 if(_current == this) {
769 Sector::try_expose(GameObject* object)
771 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
772 if(interface != NULL) {
773 HSQUIRRELVM vm = Scripting::global_vm;
774 sq_pushobject(vm, sector_table);
775 interface->expose(vm, -1);
781 Sector::try_expose_me()
783 HSQUIRRELVM vm = Scripting::global_vm;
784 sq_pushobject(vm, sector_table);
785 Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
786 expose_object(vm, -1, interface, "settings", false);
791 Sector::before_object_remove(GameObject* object)
793 Portable* portable = dynamic_cast<Portable*> (object);
794 if(portable != NULL) {
795 portables.erase(std::find(portables.begin(), portables.end(), portable));
797 Bullet* bullet = dynamic_cast<Bullet*> (object);
799 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
801 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
802 if(moving_object != NULL) {
803 moving_objects.erase(
804 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
808 try_unexpose(object);
812 Sector::try_unexpose(GameObject* object)
814 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
815 if(interface != NULL) {
816 HSQUIRRELVM vm = Scripting::global_vm;
817 SQInteger oldtop = sq_gettop(vm);
818 sq_pushobject(vm, sector_table);
820 interface->unexpose(vm, -1);
821 } catch(std::exception& e) {
822 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
824 sq_settop(vm, oldtop);
829 Sector::try_unexpose_me()
831 HSQUIRRELVM vm = Scripting::global_vm;
832 SQInteger oldtop = sq_gettop(vm);
833 sq_pushobject(vm, sector_table);
835 Scripting::unexpose_object(vm, -1, "settings");
836 } catch(std::exception& e) {
837 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
839 sq_settop(vm, oldtop);
842 Sector::draw(DrawingContext& context)
844 context.set_ambient_color( ambient_light );
845 context.push_transform();
846 context.set_translation(camera->get_translation());
848 for(GameObjects::iterator i = gameobjects.begin();
849 i != gameobjects.end(); ++i) {
850 GameObject* object = *i;
851 if(!object->is_valid())
854 if (draw_solids_only)
856 TileMap* tm = dynamic_cast<TileMap*>(object);
857 if (tm && !tm->is_solid())
861 object->draw(context);
865 Color col(0.2f, 0.2f, 0.2f, 0.7f);
866 for(MovingObjects::iterator i = moving_objects.begin();
867 i != moving_objects.end(); ++i) {
868 MovingObject* object = *i;
869 const Rect& rect = object->get_bbox();
871 context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
875 context.pop_transform();
878 /*-------------------------------------------------------------------------
879 * Collision Detection
880 *-------------------------------------------------------------------------*/
882 static const float SHIFT_DELTA = 7.0f;
884 /** r1 is supposed to be moving, r2 a solid object */
885 void check_collisions(collision::Constraints* constraints,
886 const Vector& movement, const Rect& r1, const Rect& r2,
887 GameObject* object = NULL, MovingObject* other = NULL)
889 if(!collision::intersects(r1, r2))
892 // calculate intersection
893 float itop = r1.get_bottom() - r2.get_top();
894 float ibottom = r2.get_bottom() - r1.get_top();
895 float ileft = r1.get_right() - r2.get_left();
896 float iright = r2.get_right() - r1.get_left();
898 if(fabsf(movement.y) > fabsf(movement.x)) {
899 if(ileft < SHIFT_DELTA) {
900 constraints->right = std::min(constraints->right, r2.get_left());
902 } else if(iright < SHIFT_DELTA) {
903 constraints->left = std::max(constraints->left, r2.get_right());
907 // shiftout bottom/top
908 if(itop < SHIFT_DELTA) {
909 constraints->bottom = std::min(constraints->bottom, r2.get_top());
911 } else if(ibottom < SHIFT_DELTA) {
912 constraints->top = std::max(constraints->top, r2.get_bottom());
919 HitResponse response = other->collision(*object, dummy);
920 if(response == PASSTHROUGH)
922 if(other->get_movement() != Vector(0, 0)) {
923 // TODO what todo when we collide with 2 moving objects?!?
924 constraints->ground_movement = other->get_movement();
928 float vert_penetration = std::min(itop, ibottom);
929 float horiz_penetration = std::min(ileft, iright);
930 if(vert_penetration < horiz_penetration) {
932 constraints->bottom = std::min(constraints->bottom, r2.get_top());
933 constraints->hit.bottom = true;
935 constraints->top = std::max(constraints->top, r2.get_bottom());
936 constraints->hit.top = true;
940 constraints->right = std::min(constraints->right, r2.get_left());
941 constraints->hit.right = true;
943 constraints->left = std::max(constraints->left, r2.get_right());
944 constraints->hit.left = true;
949 static const float DELTA = .001f;
952 Sector::collision_tilemap(collision::Constraints* constraints,
953 const Vector& movement, const Rect& dest) const
955 // calculate rectangle where the object will move
956 float x1 = dest.get_left();
957 float x2 = dest.get_right();
958 float y1 = dest.get_top();
959 float y2 = dest.get_bottom();
961 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
962 TileMap* solids = *i;
964 // test with all tiles in this rectangle
965 int starttilex = int(x1 - solids->get_x_offset()) / 32;
966 int starttiley = int(y1 - solids->get_y_offset()) / 32;
967 int max_x = int(x2 - solids->get_x_offset());
968 int max_y = int(y2+1 - solids->get_y_offset());
970 for(int x = starttilex; x*32 < max_x; ++x) {
971 for(int y = starttiley; y*32 < max_y; ++y) {
972 const Tile* tile = solids->get_tile(x, y);
975 // skip non-solid tiles
976 if((tile->getAttributes() & Tile::SOLID) == 0)
978 // only handle unisolid when the player is falling down and when he was
979 // above the tile before
980 if(tile->getAttributes() & Tile::UNISOLID) {
981 if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
985 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
987 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
988 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
989 triangle = AATriangle(p1, p2, tile->getData());
991 collision::rectangle_aatriangle(constraints, dest, triangle);
992 } else { // normal rectangular tile
993 Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
994 check_collisions(constraints, movement, dest, rect);
1002 Sector::collision_tile_attributes(const Rect& dest) const
1004 float x1 = dest.p1.x;
1005 float y1 = dest.p1.y;
1006 float x2 = dest.p2.x;
1007 float y2 = dest.p2.y;
1009 uint32_t result = 0;
1010 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1011 TileMap* solids = *i;
1013 // test with all tiles in this rectangle
1014 int starttilex = int(x1 - solids->get_x_offset()) / 32;
1015 int starttiley = int(y1 - solids->get_y_offset()) / 32;
1016 int max_x = int(x2 - solids->get_x_offset());
1017 int max_y = int(y2+1 - solids->get_y_offset());
1019 for(int x = starttilex; x*32 < max_x; ++x) {
1020 for(int y = starttiley; y*32 < max_y; ++y) {
1021 const Tile* tile = solids->get_tile(x, y);
1024 result |= tile->getAttributes();
1032 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1033 static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
1036 float itop = r1.get_bottom() - r2.get_top();
1037 float ibottom = r2.get_bottom() - r1.get_top();
1038 float ileft = r1.get_right() - r2.get_left();
1039 float iright = r2.get_right() - r1.get_left();
1041 float vert_penetration = std::min(itop, ibottom);
1042 float horiz_penetration = std::min(ileft, iright);
1043 if(vert_penetration < horiz_penetration) {
1044 if(itop < ibottom) {
1046 normal.y = vert_penetration;
1049 normal.y = -vert_penetration;
1052 if(ileft < iright) {
1054 normal.x = horiz_penetration;
1057 normal.x = -horiz_penetration;
1063 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1065 using namespace collision;
1067 const Rect& r1 = object1->dest;
1068 const Rect& r2 = object2->dest;
1071 if(intersects(object1->dest, object2->dest)) {
1073 get_hit_normal(r1, r2, hit, normal);
1075 HitResponse response1 = object1->collision(*object2, hit);
1076 std::swap(hit.left, hit.right);
1077 std::swap(hit.top, hit.bottom);
1078 HitResponse response2 = object2->collision(*object1, hit);
1079 assert( response1 != SOLID && response1 != PASSTHROUGH );
1080 assert( response2 != SOLID && response2 != PASSTHROUGH );
1081 if(response1 == CONTINUE && response2 == CONTINUE) {
1082 normal *= (0.5 + DELTA);
1083 object1->dest.move(-normal);
1084 object2->dest.move(normal);
1085 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1086 normal *= (1 + DELTA);
1087 object1->dest.move(-normal);
1088 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1089 normal *= (1 + DELTA);
1090 object2->dest.move(normal);
1096 Sector::collision_static(collision::Constraints* constraints,
1097 const Vector& movement, const Rect& dest,
1100 collision_tilemap(constraints, movement, dest);
1102 // collision with other (static) objects
1103 for(MovingObjects::iterator i = moving_objects.begin();
1104 i != moving_objects.end(); ++i) {
1105 MovingObject* moving_object = *i;
1106 if(moving_object->get_group() != COLGROUP_STATIC
1107 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1109 if(!moving_object->is_valid())
1112 if(moving_object != &object)
1113 check_collisions(constraints, movement, dest, moving_object->bbox,
1114 &object, moving_object);
1119 Sector::collision_static_constrains(MovingObject& object)
1121 using namespace collision;
1122 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1124 Constraints constraints;
1125 Vector movement = object.get_movement();
1126 Rect& dest = object.dest;
1127 float owidth = object.get_bbox().get_width();
1128 float oheight = object.get_bbox().get_height();
1130 for(int i = 0; i < 2; ++i) {
1131 collision_static(&constraints, Vector(0, movement.y), dest, object);
1132 if(!constraints.has_constraints())
1135 // apply calculated horizontal constraints
1136 if(constraints.bottom < infinity) {
1137 float height = constraints.bottom - constraints.top;
1138 if(height < oheight) {
1139 // we're crushed, but ignore this for now, we'll get this again
1140 // later if we're really crushed or things will solve itself when
1141 // looking at the vertical constraints
1143 dest.p2.y = constraints.bottom - DELTA;
1144 dest.p1.y = dest.p2.y - oheight;
1145 } else if(constraints.top > -infinity) {
1146 dest.p1.y = constraints.top + DELTA;
1147 dest.p2.y = dest.p1.y + oheight;
1150 if(constraints.has_constraints()) {
1151 if(constraints.hit.bottom) {
1152 dest.move(constraints.ground_movement);
1154 if(constraints.hit.top || constraints.hit.bottom) {
1155 constraints.hit.left = false;
1156 constraints.hit.right = false;
1157 object.collision_solid(constraints.hit);
1161 constraints = Constraints();
1162 for(int i = 0; i < 2; ++i) {
1163 collision_static(&constraints, movement, dest, object);
1164 if(!constraints.has_constraints())
1167 // apply calculated vertical constraints
1168 if(constraints.right < infinity) {
1169 float width = constraints.right - constraints.left;
1170 if(width + SHIFT_DELTA < owidth) {
1171 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1172 constraints.left, constraints.right);
1177 object.collision_solid(h);
1179 dest.p2.x = constraints.right - DELTA;
1180 dest.p1.x = dest.p2.x - owidth;
1182 } else if(constraints.left > -infinity) {
1183 dest.p1.x = constraints.left + DELTA;
1184 dest.p2.x = dest.p1.x + owidth;
1188 if(constraints.has_constraints()) {
1189 if( constraints.hit.left || constraints.hit.right
1190 || constraints.hit.top || constraints.hit.bottom
1191 || constraints.hit.crush )
1192 object.collision_solid(constraints.hit);
1195 // an extra pass to make sure we're not crushed horizontally
1196 constraints = Constraints();
1197 collision_static(&constraints, movement, dest, object);
1198 if(constraints.bottom < infinity) {
1199 float height = constraints.bottom - constraints.top;
1200 if(height + SHIFT_DELTA < oheight) {
1201 printf("Object %p crushed vertically...\n", &object);
1206 object.collision_solid(h);
1212 const float MAX_SPEED = 16.0f;
1216 Sector::handle_collisions()
1218 using namespace collision;
1220 // calculate destination positions of the objects
1221 for(MovingObjects::iterator i = moving_objects.begin();
1222 i != moving_objects.end(); ++i) {
1223 MovingObject* moving_object = *i;
1224 Vector mov = moving_object->get_movement();
1226 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1227 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1228 moving_object->movement = mov.unit() * MAX_SPEED;
1229 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1232 moving_object->dest = moving_object->get_bbox();
1233 moving_object->dest.move(moving_object->get_movement());
1236 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1237 for(MovingObjects::iterator i = moving_objects.begin();
1238 i != moving_objects.end(); ++i) {
1239 MovingObject* moving_object = *i;
1240 if((moving_object->get_group() != COLGROUP_MOVING
1241 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1242 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1243 || !moving_object->is_valid())
1246 collision_static_constrains(*moving_object);
1250 // part2: COLGROUP_MOVING vs tile attributes
1251 for(MovingObjects::iterator i = moving_objects.begin();
1252 i != moving_objects.end(); ++i) {
1253 MovingObject* moving_object = *i;
1254 if((moving_object->get_group() != COLGROUP_MOVING
1255 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1256 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1257 || !moving_object->is_valid())
1260 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1261 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
1262 moving_object->collision_tile(tile_attributes);
1266 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1267 for(MovingObjects::iterator i = moving_objects.begin();
1268 i != moving_objects.end(); ++i) {
1269 MovingObject* moving_object = *i;
1270 if((moving_object->get_group() != COLGROUP_MOVING
1271 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1272 || !moving_object->is_valid())
1275 for(MovingObjects::iterator i2 = moving_objects.begin();
1276 i2 != moving_objects.end(); ++i2) {
1277 MovingObject* moving_object_2 = *i2;
1278 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1279 || !moving_object_2->is_valid())
1282 if(intersects(moving_object->dest, moving_object_2->dest)) {
1285 get_hit_normal(moving_object->dest, moving_object_2->dest,
1287 moving_object->collision(*moving_object_2, hit);
1288 moving_object_2->collision(*moving_object, hit);
1293 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1294 for(MovingObjects::iterator i = moving_objects.begin();
1295 i != moving_objects.end(); ++i) {
1296 MovingObject* moving_object = *i;
1298 if((moving_object->get_group() != COLGROUP_MOVING
1299 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1300 || !moving_object->is_valid())
1303 for(MovingObjects::iterator i2 = i+1;
1304 i2 != moving_objects.end(); ++i2) {
1305 MovingObject* moving_object_2 = *i2;
1306 if((moving_object_2->get_group() != COLGROUP_MOVING
1307 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1308 || !moving_object_2->is_valid())
1311 collision_object(moving_object, moving_object_2);
1315 // apply object movement
1316 for(MovingObjects::iterator i = moving_objects.begin();
1317 i != moving_objects.end(); ++i) {
1318 MovingObject* moving_object = *i;
1320 moving_object->bbox = moving_object->dest;
1321 moving_object->movement = Vector(0, 0);
1326 Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
1328 using namespace collision;
1330 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1331 TileMap* solids = *i;
1333 // test with all tiles in this rectangle
1334 int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
1335 int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
1336 int max_x = int(rect.p2.x - solids->get_x_offset());
1337 int max_y = int(rect.p2.y - solids->get_y_offset());
1339 for(int x = starttilex; x*32 <= max_x; ++x) {
1340 for(int y = starttiley; y*32 <= max_y; ++y) {
1341 const Tile* tile = solids->get_tile(x, y);
1343 if(tile->getAttributes() & Tile::SLOPE) {
1344 AATriangle triangle;
1345 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
1346 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
1347 triangle = AATriangle(p1, p2, tile->getData());
1348 Constraints constraints;
1349 return collision::rectangle_aatriangle(&constraints, rect, triangle);
1351 if((tile->getAttributes() & Tile::SOLID) && !ignoreUnisolid) return false;
1352 if((tile->getAttributes() & Tile::SOLID) && !(tile->getAttributes() & Tile::UNISOLID)) return false;
1361 Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1363 using namespace collision;
1365 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1367 for(MovingObjects::const_iterator i = moving_objects.begin();
1368 i != moving_objects.end(); ++i) {
1369 const MovingObject* moving_object = *i;
1370 if (moving_object == ignore_object) continue;
1371 if (!moving_object->is_valid()) continue;
1372 if (moving_object->get_group() == COLGROUP_STATIC) {
1373 if(intersects(rect, moving_object->get_bbox())) return false;
1381 Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
1383 using namespace collision;
1385 if (!is_free_of_tiles(rect)) return false;
1387 for(MovingObjects::const_iterator i = moving_objects.begin();
1388 i != moving_objects.end(); ++i) {
1389 const MovingObject* moving_object = *i;
1390 if (moving_object == ignore_object) continue;
1391 if (!moving_object->is_valid()) continue;
1392 if ((moving_object->get_group() == COLGROUP_MOVING)
1393 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1394 || (moving_object->get_group() == COLGROUP_STATIC)) {
1395 if(intersects(rect, moving_object->get_bbox())) return false;
1403 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
1405 // TODO remove this function and move these checks elsewhere...
1407 Bullet* new_bullet = 0;
1408 if((player_status->bonus == FIRE_BONUS &&
1409 (int)bullets.size() >= player_status->max_fire_bullets) ||
1410 (player_status->bonus == ICE_BONUS &&
1411 (int)bullets.size() >= player_status->max_ice_bullets))
1413 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1414 add_object(new_bullet);
1416 sound_manager->play("sounds/shoot.wav");
1422 Sector::add_smoke_cloud(const Vector& pos)
1424 add_object(new SmokeCloud(pos));
1429 Sector::play_music(MusicType type)
1431 currentmusic = type;
1432 switch(currentmusic) {
1434 sound_manager->play_music(music);
1437 sound_manager->play_music("music/salcon.ogg");
1439 case HERRING_WARNING_MUSIC:
1440 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1443 sound_manager->play_music("");
1449 Sector::get_music_type()
1451 return currentmusic;
1455 Sector::get_total_badguys()
1457 int total_badguys = 0;
1458 for(GameObjects::iterator i = gameobjects.begin();
1459 i != gameobjects.end(); ++i) {
1460 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1461 if (badguy && badguy->countMe)
1465 return total_badguys;
1469 Sector::inside(const Rect& rect) const
1471 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1472 TileMap* solids = *i;
1473 bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
1474 bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
1475 if (horizontally && vertically) return true;
1481 Sector::get_width() const
1484 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1485 TileMap* solids = *i;
1486 if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
1492 Sector::get_height() const
1495 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1496 TileMap* solids = *i;
1497 if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
1503 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1505 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1506 TileMap* solids = *i;
1507 solids->change_all(old_tile_id, new_tile_id);
1513 Sector::set_ambient_light(float red, float green, float blue)
1515 ambient_light.red = red;
1516 ambient_light.green = green;
1517 ambient_light.blue = blue;
1521 Sector::get_ambient_red()
1523 return ambient_light.red;
1527 Sector::get_ambient_green()
1529 return ambient_light.green;
1533 Sector::get_ambient_blue()
1535 return ambient_light.blue;