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.
31 #include "player_status.hpp"
32 #include "object/gameobjs.hpp"
33 #include "object/camera.hpp"
34 #include "object/background.hpp"
35 #include "object/particlesystem.hpp"
36 #include "object/particlesystem_interactive.hpp"
37 #include "object/tilemap.hpp"
38 #include "lisp/parser.hpp"
39 #include "lisp/lisp.hpp"
40 #include "lisp/writer.hpp"
41 #include "lisp/list_iterator.hpp"
43 #include "audio/sound_manager.hpp"
44 #include "game_session.hpp"
45 #include "resources.hpp"
46 #include "statistics.hpp"
47 #include "collision_grid.hpp"
48 #include "collision_grid_iterator.hpp"
49 #include "object_factory.hpp"
50 #include "collision.hpp"
51 #include "spawn_point.hpp"
52 #include "math/rect.hpp"
53 #include "math/aatriangle.hpp"
54 #include "object/coin.hpp"
55 #include "object/block.hpp"
56 #include "object/invisible_block.hpp"
57 #include "object/bullet.hpp"
58 #include "object/text_object.hpp"
59 #include "badguy/jumpy.hpp"
60 #include "trigger/sequence_trigger.hpp"
61 #include "player_status.hpp"
62 #include "scripting/script_interpreter.hpp"
63 #include "scripting/sound.hpp"
64 #include "scripting/scripted_object.hpp"
65 #include "scripting/text.hpp"
67 Sector* Sector::_current = 0;
70 : gravity(10), player(0), solids(0), camera(0),
71 currentmusic(LEVEL_MUSIC)
73 song_title = "chipdisko.ogg";
74 player = new Player(player_status);
78 grid = new CollisionGrid(32000, 32000);
86 update_game_objects();
87 assert(gameobjects_new.size() == 0);
91 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
96 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
105 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
107 if(name == "camera") {
108 Camera* camera = new Camera(this);
109 camera->parse(reader);
111 } else if(name == "particles-snow") {
112 SnowParticleSystem* partsys = new SnowParticleSystem();
113 partsys->parse(reader);
115 } else if(name == "particles-rain") {
116 RainParticleSystem* partsys = new RainParticleSystem();
117 partsys->parse(reader);
119 } else if(name == "particles-comets") {
120 CometParticleSystem* partsys = new CometParticleSystem();
121 partsys->parse(reader);
123 } else if(name == "particles-ghosts") {
124 GhostParticleSystem* partsys = new GhostParticleSystem();
125 partsys->parse(reader);
127 } else if(name == "particles-clouds") {
128 CloudParticleSystem* partsys = new CloudParticleSystem();
129 partsys->parse(reader);
131 } else if(name == "money") { // for compatibility with old maps
132 return new Jumpy(reader);
136 return create_object(name, reader);
137 } catch(std::exception& e) {
138 std::cerr << e.what() << "\n";
145 Sector::parse(const lisp::Lisp& sector)
149 lisp::ListIterator iter(§or);
151 const std::string& token = iter.item();
152 if(token == "name") {
153 iter.value()->get(name);
154 } else if(token == "gravity") {
155 iter.value()->get(gravity);
156 } else if(token == "music") {
157 iter.value()->get(song_title);
158 } else if(token == "spawnpoint") {
159 SpawnPoint* sp = new SpawnPoint(iter.lisp());
160 spawnpoints.push_back(sp);
161 } else if(token == "init-script") {
162 iter.value()->get(init_script);
164 GameObject* object = parse_object(token, *(iter.lisp()));
171 update_game_objects();
174 throw std::runtime_error("sector does not contain a solid tile layer.");
178 std::cerr << "sector '" << name << "' does not contain a camera.\n";
179 update_game_objects();
180 add_object(new Camera(this));
183 update_game_objects();
187 Sector::parse_old_format(const lisp::Lisp& reader)
192 reader.get("gravity", gravity);
194 std::string backgroundimage;
195 reader.get("background", backgroundimage);
197 reader.get("bkgd_speed", bgspeed);
200 Color bkgd_top, bkgd_bottom;
201 int r = 0, g = 0, b = 128;
202 reader.get("bkgd_red_top", r);
203 reader.get("bkgd_green_top", g);
204 reader.get("bkgd_blue_top", b);
205 bkgd_top.red = static_cast<float> (r) / 255.0f;
206 bkgd_top.green = static_cast<float> (g) / 255.0f;
207 bkgd_top.blue = static_cast<float> (b) / 255.0f;
209 reader.get("bkgd_red_bottom", r);
210 reader.get("bkgd_green_bottom", g);
211 reader.get("bkgd_blue_bottom", b);
212 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
213 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
214 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
216 if(backgroundimage != "") {
217 Background* background = new Background;
218 background->set_image(backgroundimage, bgspeed);
219 add_object(background);
221 Background* background = new Background;
222 background->set_gradient(bkgd_top, bkgd_bottom);
223 add_object(background);
226 std::string particlesystem;
227 reader.get("particle_system", particlesystem);
228 if(particlesystem == "clouds")
229 add_object(new CloudParticleSystem());
230 else if(particlesystem == "snow")
231 add_object(new SnowParticleSystem());
232 else if(particlesystem == "rain")
233 add_object(new RainParticleSystem());
235 Vector startpos(100, 170);
236 reader.get("start_pos_x", startpos.x);
237 reader.get("start_pos_y", startpos.y);
239 SpawnPoint* spawn = new SpawnPoint;
240 spawn->pos = startpos;
241 spawn->name = "main";
242 spawnpoints.push_back(spawn);
244 song_title = "chipdisko.ogg";
245 reader.get("music", song_title);
247 int width = 30, height = 15;
248 reader.get("width", width);
249 reader.get("height", height);
251 std::vector<unsigned int> tiles;
252 if(reader.get_vector("interactive-tm", tiles)
253 || reader.get_vector("tilemap", tiles)) {
254 TileMap* tilemap = new TileMap();
255 tilemap->set(width, height, tiles, LAYER_TILES, true);
259 if(reader.get_vector("background-tm", tiles)) {
260 TileMap* tilemap = new TileMap();
261 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
265 if(reader.get_vector("foreground-tm", tiles)) {
266 TileMap* tilemap = new TileMap();
267 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
271 // read reset-points (now spawn-points)
272 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
274 lisp::ListIterator iter(resetpoints);
276 if(iter.item() == "point") {
278 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
280 SpawnPoint* sp = new SpawnPoint;
283 spawnpoints.push_back(sp);
286 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
292 const lisp::Lisp* objects = reader.get_lisp("objects");
294 lisp::ListIterator iter(objects);
296 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
300 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
306 Camera* camera = new Camera(this);
309 update_game_objects();
312 throw std::runtime_error("sector does not contain a solid tile layer.");
315 update_game_objects();
319 Sector::fix_old_tiles()
322 for(size_t x=0; x < solids->get_width(); ++x) {
323 for(size_t y=0; y < solids->get_height(); ++y) {
324 const Tile* tile = solids->get_tile(x, y);
325 Vector pos(x*32, y*32);
327 if(tile->getID() == 112) {
328 add_object(new InvisibleBlock(pos));
329 solids->change(x, y, 0);
330 } else if(tile->getAttributes() & Tile::COIN) {
331 add_object(new Coin(pos));
332 solids->change(x, y, 0);
333 } else if(tile->getAttributes() & Tile::FULLBOX) {
334 add_object(new BonusBlock(pos, tile->getData()));
335 solids->change(x, y, 0);
336 } else if(tile->getAttributes() & Tile::BRICK) {
337 add_object(new Brick(pos, tile->getData()));
338 solids->change(x, y, 0);
339 } else if(tile->getAttributes() & Tile::GOAL) {
340 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
341 add_object(new SequenceTrigger(pos, sequence));
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)
401 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
403 if((*i)->name == spawnpoint) {
409 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
410 if(spawnpoint != "main") {
413 activate(Vector(0, 0));
420 if(init_script != "") {
421 ScriptInterpreter::add_script_object(this,
422 std::string("Sector(") + name + ") - init", init_script);
427 Sector::activate(const Vector& player_pos)
431 player->move(player_pos);
432 camera->reset(player->get_pos());
436 Sector::get_active_region()
439 camera->get_translation() - Vector(1600, 1200),
440 camera->get_translation() + Vector(1600, 1200));
444 Sector::update(float elapsed_time)
446 player->check_bounds(camera);
449 CollisionGridIterator iter(*grid, get_active_region());
450 while(MovingObject* object = iter.next()) {
451 if(!object->is_valid())
454 object->update(elapsed_time);
458 for(GameObjects::iterator i = gameobjects.begin();
459 i != gameobjects.end(); ++i) {
460 GameObject* object = *i;
461 if(!object->is_valid())
464 object->update(elapsed_time);
468 /* Handle all possible collisions. */
470 update_game_objects();
474 Sector::update_game_objects()
476 /** cleanup marked objects */
477 for(std::vector<Bullet*>::iterator i = bullets.begin();
478 i != bullets.end(); /* nothing */) {
480 if(bullet->is_valid()) {
485 i = bullets.erase(i);
487 for(MovingObjects::iterator i = moving_objects.begin();
488 i != moving_objects.end(); /* nothing */) {
489 MovingObject* moving_object = *i;
490 if(moving_object->is_valid()) {
496 grid->remove_object(moving_object);
499 i = moving_objects.erase(i);
501 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
502 i != gameobjects.end(); /* nothing */) {
503 GameObject* object = *i;
505 if(object->is_valid()) {
511 i = gameobjects.erase(i);
514 /* add newly created objects */
515 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
516 i != gameobjects_new.end(); ++i)
518 GameObject* object = *i;
520 Bullet* bullet = dynamic_cast<Bullet*> (object);
522 bullets.push_back(bullet);
524 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
526 moving_objects.push_back(movingobject);
528 grid->add_object(movingobject);
532 TileMap* tilemap = dynamic_cast<TileMap*> (object);
533 if(tilemap && tilemap->is_solid()) {
537 std::cerr << "Another solid tilemaps added. Ignoring.";
541 Camera* camera = dynamic_cast<Camera*> (object);
543 if(this->camera != 0) {
544 std::cerr << "Warning: Multiple cameras added. Ignoring.";
547 this->camera = camera;
550 gameobjects.push_back(object);
552 gameobjects_new.clear();
556 Sector::draw(DrawingContext& context)
558 context.push_transform();
559 context.set_translation(camera->get_translation());
561 for(GameObjects::iterator i = gameobjects.begin();
562 i != gameobjects.end(); ++i) {
563 GameObject* object = *i;
564 if(!object->is_valid())
567 object->draw(context);
570 context.pop_transform();
573 static const float DELTA = .001;
576 Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
578 // calculate rectangle where the object will move
580 if(object->get_movement().x >= 0) {
581 x1 = object->get_bbox().p1.x;
582 x2 = object->get_bbox().p2.x + object->get_movement().x;
584 x1 = object->get_bbox().p1.x + object->get_movement().x;
585 x2 = object->get_bbox().p2.x;
588 if(object->get_movement().y >= 0) {
589 y1 = object->get_bbox().p1.y;
590 y2 = object->get_bbox().p2.y + object->get_movement().y;
592 y1 = object->get_bbox().p1.y + object->get_movement().y;
593 y2 = object->get_bbox().p2.y;
596 // test with all tiles in this rectangle
597 int starttilex = int(x1) / 32;
598 int starttiley = int(y1) / 32;
600 // the +1 is somehow needed to make characters stay on the floor
601 int max_y = int(y2+1);
603 CollisionHit temphit;
604 Rect dest = object->get_bbox();
605 dest.move(object->movement);
606 for(int x = starttilex; x*32 < max_x; ++x) {
607 for(int y = starttiley; y*32 < max_y; ++y) {
608 const Tile* tile = solids->get_tile(x, y);
611 // skip non-solid tiles
612 if(tile->getAttributes() == 0)
614 // only handle unisolid when the player is falling down and when he was
615 // above the tile before
616 if(tile->getAttributes() & Tile::UNISOLID) {
617 if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
621 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
623 Vector p1(x*32, y*32);
624 Vector p2((x+1)*32, (y+1)*32);
625 triangle = AATriangle(p1, p2, tile->getData());
627 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
629 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
633 } else { // normal rectangular tile
634 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
635 if(Collision::rectangle_rectangle(temphit, dest,
636 object->movement, rect)) {
637 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
647 Sector::collision_tile_attributes(MovingObject* object) const
649 /** XXX This function doesn't work correctly as it will check all tiles
650 * in the bounding box of the object movement, this might include tiles
651 * that have actually never been touched by the object
652 * (though this only occures for very fast objects...)
655 // calculate rectangle where the object will move
657 if(object->get_movement().x >= 0) {
658 x1 = object->get_bbox().p1.x;
659 x2 = object->get_bbox().p2.x + object->get_movement().x;
661 x1 = object->get_bbox().p1.x + object->get_movement().x;
662 x2 = object->get_bbox().p2.x;
665 if(object->get_movement().y >= 0) {
666 y1 = object->get_bbox().p1.y;
667 y2 = object->get_bbox().p2.y + object->get_movement().y;
669 y1 = object->get_bbox().p1.y + object->get_movement().y;
670 y2 = object->get_bbox().p2.y;
673 // test with all tiles in this rectangle
674 int starttilex = int(x1-1) / 32;
675 int starttiley = int(y1-1) / 32;
676 int max_x = int(x2+1);
677 int max_y = int(y2+1);
680 for(int x = starttilex; x*32 < max_x; ++x) {
681 for(int y = starttiley; y*32 < max_y; ++y) {
682 const Tile* tile = solids->get_tile(x, y);
685 result |= tile->getAttributes();
693 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
696 Rect dest1 = object1->get_bbox();
697 dest1.move(object1->get_movement());
698 Rect dest2 = object2->get_bbox();
699 dest2.move(object2->get_movement());
701 Vector movement = object1->get_movement() - object2->get_movement();
702 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
703 HitResponse response1 = object1->collision(*object2, hit);
705 HitResponse response2 = object2->collision(*object1, hit);
707 if(response1 != CONTINUE) {
708 if(response1 == ABORT_MOVE)
709 object1->movement = Vector(0, 0);
710 if(response2 == CONTINUE)
711 object2->movement += hit.normal * (hit.depth + DELTA);
712 } else if(response2 != CONTINUE) {
713 if(response2 == ABORT_MOVE)
714 object2->movement = Vector(0, 0);
715 if(response1 == CONTINUE)
716 object1->movement += -hit.normal * (hit.depth + DELTA);
718 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
719 object2->movement += hit.normal * (hit.depth/2 + DELTA);
725 Sector::handle_collisions()
727 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
728 // we do this up to 4 times and have to sort all results for the smallest
729 // one before we can continue here
730 for(MovingObjects::iterator i = moving_objects.begin();
731 i != moving_objects.end(); ++i) {
732 MovingObject* moving_object = *i;
733 if((moving_object->get_group() != COLGROUP_MOVING
734 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
735 || !moving_object->is_valid())
739 for(int t = 0; t < 4; ++t) {
742 MovingObject* collided_with = NULL;
744 // collision with tilemap
745 collision_tilemap(moving_object, hit);
747 // collision with other objects
748 Rect dest1 = moving_object->get_bbox();
749 dest1.move(moving_object->get_movement());
750 CollisionHit temphit;
752 for(MovingObjects::iterator i2 = moving_objects.begin();
753 i2 != moving_objects.end(); ++i2) {
754 MovingObject* moving_object_2 = *i2;
755 if(moving_object_2->get_group() != COLGROUP_STATIC
756 || !moving_object_2->is_valid())
759 Rect dest2 = moving_object_2->get_bbox();
760 dest2.move(moving_object_2->get_movement());
762 = moving_object->get_movement() - moving_object_2->get_movement();
763 if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
764 && temphit.time > hit.time) {
766 collided_with = moving_object_2;
773 // call collision callbacks
774 HitResponse response;
775 if(collided_with != 0) {
776 response = moving_object->collision(*collided_with, hit);
778 collided_with->collision(*moving_object, hit);
780 response = moving_object->collision(*solids, hit);
784 if(response == CONTINUE) {
785 moving_object->movement += -hit.normal * (hit.depth + DELTA);
786 } else if(response == ABORT_MOVE) {
787 moving_object->movement = Vector(0, 0);
789 } else { // force move
795 // part2: COLGROUP_MOVING vs tile attributes
796 for(MovingObjects::iterator i = moving_objects.begin();
797 i != moving_objects.end(); ++i) {
798 MovingObject* moving_object = *i;
799 if((moving_object->get_group() != COLGROUP_MOVING
800 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
801 || !moving_object->is_valid())
804 uint32_t tile_attributes = collision_tile_attributes(moving_object);
805 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
806 moving_object->collision_tile(tile_attributes);
810 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
811 for(MovingObjects::iterator i = moving_objects.begin();
812 i != moving_objects.end(); ++i) {
813 MovingObject* moving_object = *i;
814 if(moving_object->get_group() != COLGROUP_MOVING
815 || !moving_object->is_valid())
818 for(MovingObjects::iterator i2 = moving_objects.begin();
819 i2 != moving_objects.end(); ++i2) {
820 MovingObject* moving_object_2 = *i2;
821 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
822 || !moving_object_2->is_valid())
825 collision_object(moving_object, moving_object_2);
829 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
830 for(MovingObjects::iterator i = moving_objects.begin();
831 i != moving_objects.end(); ++i) {
832 MovingObject* moving_object = *i;
834 if(moving_object->get_group() != COLGROUP_MOVING
835 || !moving_object->is_valid())
838 for(MovingObjects::iterator i2 = i+1;
839 i2 != moving_objects.end(); ++i2) {
840 MovingObject* moving_object_2 = *i2;
841 if(moving_object_2->get_group() != COLGROUP_MOVING
842 || !moving_object_2->is_valid())
845 collision_object(moving_object, moving_object_2);
849 // apply object movement
850 for(MovingObjects::iterator i = moving_objects.begin();
851 i != moving_objects.end(); ++i) {
852 MovingObject* moving_object = *i;
854 moving_object->bbox.move(moving_object->get_movement());
855 moving_object->movement = Vector(0, 0);
860 Sector::is_free_space(const Rect& rect) const
862 // test with all tiles in this rectangle
863 int starttilex = int(rect.p1.x) / 32;
864 int starttiley = int(rect.p1.y) / 32;
865 int max_x = int(rect.p2.x);
866 int max_y = int(rect.p2.y);
868 for(int x = starttilex; x*32 < max_x; ++x) {
869 for(int y = starttiley; y*32 < max_y; ++y) {
870 const Tile* tile = solids->get_tile(x, y);
873 if(tile->getAttributes() & Tile::SOLID)
878 for(MovingObjects::const_iterator i = moving_objects.begin();
879 i != moving_objects.end(); ++i) {
880 const MovingObject* moving_object = *i;
881 if(moving_object->get_group() != COLGROUP_STATIC
882 || !moving_object->is_valid())
885 if(Collision::intersects(rect, moving_object->get_bbox()))
893 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
895 // TODO remove this function and move these checks elsewhere...
896 static const size_t MAX_FIRE_BULLETS = 2;
897 static const size_t MAX_ICE_BULLETS = 1;
899 Bullet* new_bullet = 0;
900 if(player_status->bonus == FIRE_BONUS) {
901 if(bullets.size() > MAX_FIRE_BULLETS-1)
903 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
904 } else if(player_status->bonus == ICE_BONUS) {
905 if(bullets.size() > MAX_ICE_BULLETS-1)
907 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
911 add_object(new_bullet);
913 sound_manager->play("sounds/shoot.wav");
919 Sector::add_smoke_cloud(const Vector& pos)
921 add_object(new SmokeCloud(pos));
926 Sector::add_floating_text(const Vector& pos, const std::string& text)
928 add_object(new FloatingText(pos, text));
932 Sector::play_music(MusicType type)
935 switch(currentmusic) {
937 sound_manager->play_music(std::string("music/") + song_title);
940 sound_manager->play_music("music/salcon.ogg");
943 sound_manager->play_music("");
949 Sector::get_music_type()
955 Sector::get_total_badguys()
957 int total_badguys = 0;
958 for(GameObjects::iterator i = gameobjects.begin();
959 i != gameobjects.end(); ++i) {
960 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
961 if (badguy && badguy->countMe)
965 return total_badguys;
969 Sector::inside(const Rect& rect) const
971 if(rect.p1.x > solids->get_width() * 32
972 || rect.p1.y > solids->get_height() * 32
973 || rect.p2.x < 0 || rect.p2.y < 0)