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 "special/collision.h"
46 #include "math/rectangle.h"
47 #include "math/aatriangle.h"
48 #include "object/coin.h"
49 #include "object/block.h"
50 #include "object/invisible_block.h"
51 #include "object/platform.h"
52 #include "object/bullet.h"
53 #include "badguy/jumpy.h"
54 #include "badguy/snowball.h"
55 #include "badguy/bouncing_snowball.h"
56 #include "badguy/flame.h"
57 #include "badguy/mriceblock.h"
58 #include "badguy/mrbomb.h"
59 #include "badguy/dispenser.h"
60 #include "badguy/spike.h"
61 #include "badguy/spiky.h"
62 #include "badguy/nolok_01.h"
63 #include "trigger/door.h"
64 #include "trigger/sequence_trigger.h"
65 #include "trigger/secretarea_trigger.h"
67 Sector* Sector::_current = 0;
70 : gravity(10), player(0), solids(0), camera(0),
71 currentmusic(LEVEL_MUSIC)
73 song_title = "Mortimers_chipdisko.mod";
74 player = new Player();
80 update_game_objects();
81 assert(gameobjects_new.size() == 0);
83 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
88 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
97 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
99 if(name == "background") {
100 return new Background(reader);
101 } else if(name == "camera") {
102 Camera* camera = new Camera(this);
103 camera->parse(reader);
105 } else if(name == "tilemap") {
106 return new TileMap(reader);
107 } else if(name == "particles-snow") {
108 SnowParticleSystem* partsys = new SnowParticleSystem();
109 partsys->parse(reader);
111 } else if(name == "particles-clouds") {
112 CloudParticleSystem* partsys = new CloudParticleSystem();
113 partsys->parse(reader);
115 } else if(name == "door") {
116 return new Door(reader);
117 } else if(name == "secretarea") {
118 return new SecretAreaTrigger(reader);
119 } else if(name == "platform") {
120 return new Platform(reader);
121 } else if(name == "jumpy" || name == "money") {
122 return new Jumpy(reader);
123 } else if(name == "snowball") {
124 return new SnowBall(reader);
125 } else if(name == "bouncingsnowball") {
126 return new BouncingSnowball(reader);
127 } else if(name == "flame") {
128 return new Flame(reader);
129 } else if(name == "mriceblock") {
130 return new MrIceBlock(reader);
131 } else if(name == "mrbomb") {
132 return new MrBomb(reader);
133 } else if(name == "dispenser") {
134 return new Dispenser(reader);
135 } else if(name == "spike") {
136 return new Spike(reader);
137 } else if(name == "spiky") {
138 return new Spiky(reader);
139 } else if(name == "nolok_01") {
140 return new Nolok_01(reader);
143 std::cerr << "Unknown object type '" << name << "'.\n";
148 Sector::parse(const lisp::Lisp& sector)
152 lisp::ListIterator iter(§or);
154 const std::string& token = iter.item();
155 if(token == "name") {
156 iter.value()->get(name);
157 } else if(token == "gravity") {
158 iter.value()->get(gravity);
159 } else if(token == "music") {
160 iter.value()->get(song_title);
162 } else if(token == "spawnpoint") {
163 const lisp::Lisp* spawnpoint_lisp = iter.lisp();
165 SpawnPoint* sp = new SpawnPoint;
166 spawnpoint_lisp->get("name", sp->name);
167 spawnpoint_lisp->get("x", sp->pos.x);
168 spawnpoint_lisp->get("y", sp->pos.y);
169 spawnpoints.push_back(sp);
171 GameObject* object = parse_object(token, *(iter.lisp()));
178 update_game_objects();
180 update_game_objects();
182 std::cerr << "sector '" << name << "' does not contain a camera.\n";
183 camera = new Camera(this);
187 throw std::runtime_error("sector does not contain a solid tile layer.");
191 Sector::parse_old_format(const lisp::Lisp& reader)
196 reader.get("gravity", gravity);
198 std::string backgroundimage;
199 reader.get("background", backgroundimage);
201 reader.get("bkgd_speed", bgspeed);
204 Color bkgd_top, bkgd_bottom;
205 int r = 0, g = 0, b = 128;
206 reader.get("bkgd_red_top", r);
207 reader.get("bkgd_green_top", g);
208 reader.get("bkgd_blue_top", b);
213 reader.get("bkgd_red_bottom", r);
214 reader.get("bkgd_green_bottom", g);
215 reader.get("bkgd_blue_bottom", b);
217 bkgd_bottom.green = g;
218 bkgd_bottom.blue = b;
220 if(backgroundimage != "") {
221 Background* background = new Background;
222 background->set_image(backgroundimage, bgspeed);
223 add_object(background);
225 Background* background = new Background;
226 background->set_gradient(bkgd_top, bkgd_bottom);
227 add_object(background);
230 std::string particlesystem;
231 reader.get("particle_system", particlesystem);
232 if(particlesystem == "clouds")
233 add_object(new CloudParticleSystem());
234 else if(particlesystem == "snow")
235 add_object(new SnowParticleSystem());
237 Vector startpos(100, 170);
238 reader.get("start_pos_x", startpos.x);
239 reader.get("start_pos_y", startpos.y);
241 SpawnPoint* spawn = new SpawnPoint;
242 spawn->pos = startpos;
243 spawn->name = "main";
244 spawnpoints.push_back(spawn);
246 song_title = "Mortimers_chipdisko.mod";
247 reader.get("music", song_title);
250 int width, height = 15;
251 reader.get("width", width);
252 reader.get("height", height);
254 std::vector<unsigned int> tiles;
255 if(reader.get_vector("interactive-tm", tiles)
256 || reader.get_vector("tilemap", tiles)) {
257 TileMap* tilemap = new TileMap();
258 tilemap->set(width, height, tiles, LAYER_TILES, true);
262 if(reader.get_vector("background-tm", tiles)) {
263 TileMap* tilemap = new TileMap();
264 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
268 if(reader.get_vector("foreground-tm", tiles)) {
269 TileMap* tilemap = new TileMap();
270 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
274 // read reset-points (now spawn-points)
275 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
277 lisp::ListIterator iter(resetpoints);
279 if(iter.item() == "point") {
281 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
283 SpawnPoint* sp = new SpawnPoint;
286 spawnpoints.push_back(sp);
289 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
295 const lisp::Lisp* objects = reader.get_lisp("objects");
297 lisp::ListIterator iter(objects);
299 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
303 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
309 Camera* camera = new Camera(this);
312 update_game_objects();
314 update_game_objects();
316 throw std::runtime_error("sector does not contain a solid tile layer.");
320 Sector::fix_old_tiles()
323 for(size_t x=0; x < solids->get_width(); ++x) {
324 for(size_t y=0; y < solids->get_height(); ++y) {
325 const Tile* tile = solids->get_tile(x, y);
326 Vector pos(x*32, y*32);
328 if(tile->getID() == 112) {
329 add_object(new InvisibleBlock(pos));
330 solids->change(x, y, 0);
331 } else if(tile->getID() == 295) {
332 add_object(new Spike(pos, Spike::NORTH));
333 solids->change(x, y, 0);
334 } else if(tile->getID() == 296) {
335 add_object(new Spike(pos, Spike::EAST));
336 solids->change(x, y, 0);
337 } else if(tile->getID() == 297) {
338 add_object(new Spike(pos, Spike::SOUTH));
339 solids->change(x, y, 0);
340 } else if(tile->getID() == 298) {
341 add_object(new Spike(pos, Spike::WEST));
342 solids->change(x, y, 0);
343 } else if(tile->getAttributes() & Tile::COIN) {
344 add_object(new Coin(pos));
345 solids->change(x, y, 0);
346 } else if(tile->getAttributes() & Tile::FULLBOX) {
347 add_object(new BonusBlock(pos, tile->getData()));
348 solids->change(x, y, 0);
349 } else if(tile->getAttributes() & Tile::BRICK) {
350 add_object(new Brick(pos, tile->getData()));
351 solids->change(x, y, 0);
352 } else if(tile->getAttributes() & Tile::GOAL) {
353 add_object(new SequenceTrigger(pos, "endsequence"));
354 solids->change(x, y, 0);
361 Sector::write(lisp::Writer& writer)
363 writer.write_string("name", name);
364 writer.write_float("gravity", gravity);
365 writer.write_string("music", song_title);
368 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
370 SpawnPoint* spawn = *i;
371 writer.start_list("spawn-points");
372 writer.write_string("name", spawn->name);
373 writer.write_float("x", spawn->pos.x);
374 writer.write_float("y", spawn->pos.y);
375 writer.end_list("spawn-points");
379 for(GameObjects::iterator i = gameobjects.begin();
380 i != gameobjects.end(); ++i) {
381 Serializable* serializable = dynamic_cast<Serializable*> (*i);
383 serializable->write(writer);
388 Sector::add_object(GameObject* object)
390 // make sure the object isn't already in the list
392 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
395 assert("object already added to sector" == 0);
398 for(GameObjects::iterator i = gameobjects_new.begin();
399 i != gameobjects_new.end(); ++i) {
401 assert("object already added to sector" == 0);
406 gameobjects_new.push_back(object);
410 Sector::activate(const std::string& spawnpoint)
414 // Apply bonuses from former levels
415 switch (player_status.bonus)
417 case PlayerStatus::NO_BONUS:
420 case PlayerStatus::FLOWER_BONUS:
421 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
424 case PlayerStatus::GROWUP_BONUS:
430 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
432 if((*i)->name == spawnpoint) {
438 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
440 player->move(sp->pos);
443 camera->reset(player->get_pos());
447 Sector::get_best_spawn_point(Vector pos)
449 Vector best_reset_point = Vector(-1,-1);
451 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
453 if((*i)->name != "main")
455 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
456 best_reset_point = (*i)->pos;
459 return best_reset_point;
463 Sector::action(float elapsed_time)
465 player->check_bounds(camera);
468 for(GameObjects::iterator i = gameobjects.begin();
469 i != gameobjects.end(); ++i) {
470 GameObject* object = *i;
471 if(!object->is_valid())
474 object->action(elapsed_time);
477 /* Handle all possible collisions. */
479 update_game_objects();
483 Sector::update_game_objects()
485 /** cleanup marked objects */
486 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
487 i != gameobjects.end(); /* nothing */) {
488 if((*i)->is_valid() == false) {
489 Bullet* bullet = dynamic_cast<Bullet*> (*i);
492 std::remove(bullets.begin(), bullets.end(), bullet),
496 i = gameobjects.erase(i);
502 /* add newly created objects */
503 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
504 i != gameobjects_new.end(); ++i)
506 Bullet* bullet = dynamic_cast<Bullet*> (*i);
508 bullets.push_back(bullet);
510 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
511 if(tilemap && tilemap->is_solid()) {
515 std::cerr << "Another solid tilemaps added. Ignoring.";
519 Camera* camera = dynamic_cast<Camera*> (*i);
521 if(this->camera != 0) {
522 std::cerr << "Warning: Multiple cameras added. Ignoring.";
525 this->camera = camera;
528 gameobjects.push_back(*i);
530 gameobjects_new.clear();
534 Sector::draw(DrawingContext& context)
536 context.push_transform();
537 context.set_translation(camera->get_translation());
539 for(GameObjects::iterator i = gameobjects.begin();
540 i != gameobjects.end(); ++i) {
541 GameObject* object = *i;
542 if(!object->is_valid())
545 object->draw(context);
548 context.pop_transform();
551 static const float DELTA = .001;
554 Sector::collision_tilemap(MovingObject* object, int depth)
558 std::cout << "Max collision depth reached.\n";
560 object->movement = Vector(0, 0);
564 // calculate rectangle where the object will move
566 if(object->get_movement().x >= 0) {
567 x1 = object->get_pos().x;
568 x2 = object->get_bbox().p2.x + object->get_movement().x;
570 x1 = object->get_pos().x + object->get_movement().x;
571 x2 = object->get_bbox().p2.x;
574 if(object->get_movement().y >= 0) {
575 y1 = object->get_pos().y;
576 y2 = object->get_bbox().p2.y + object->get_movement().y;
578 y1 = object->get_pos().y + object->get_movement().y;
579 y2 = object->get_bbox().p2.y;
582 // test with all tiles in this rectangle
583 int starttilex = int(x1-1) / 32;
584 int starttiley = int(y1-1) / 32;
585 int max_x = int(x2+1);
586 int max_y = int(y2+1);
588 CollisionHit temphit, hit;
589 Rectangle dest = object->get_bbox();
590 dest.move(object->movement);
591 hit.time = -1; // represents an invalid value
592 for(int x = starttilex; x*32 < max_x; ++x) {
593 for(int y = starttiley; y*32 < max_y; ++y) {
594 const Tile* tile = solids->get_tile(x, y);
597 if(!(tile->getAttributes() & Tile::SOLID))
599 if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
602 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
604 Vector p1(x*32, y*32);
605 Vector p2((x+1)*32, (y+1)*32);
606 triangle = AATriangle(p1, p2, tile->getData());
608 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
610 if(temphit.time > hit.time)
613 } else { // normal rectangular tile
614 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
615 if(Collision::rectangle_rectangle(temphit, dest,
616 object->movement, rect)) {
617 if(temphit.time > hit.time)
624 // did we collide at all?
628 // call collision function
629 HitResponse response = object->collision(*solids, hit);
630 if(response == ABORT_MOVE) {
631 object->movement = Vector(0, 0);
634 if(response == FORCE_MOVE) {
637 // move out of collision and try again
638 object->movement += hit.normal * (hit.depth + DELTA);
639 collision_tilemap(object, depth+1);
643 Sector::collision_object(MovingObject* object1, MovingObject* object2)
646 Rectangle dest1 = object1->get_bbox();
647 dest1.move(object1->get_movement());
648 Rectangle dest2 = object2->get_bbox();
649 dest2.move(object2->get_movement());
651 Vector movement = object1->get_movement() - object2->get_movement();
652 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
653 HitResponse response1 = object1->collision(*object2, hit);
655 HitResponse response2 = object2->collision(*object1, hit);
657 if(response1 != CONTINUE) {
658 if(response1 == ABORT_MOVE)
659 object1->movement = Vector(0, 0);
660 if(response2 == CONTINUE)
661 object2->movement += hit.normal * (hit.depth + DELTA);
662 } else if(response2 != CONTINUE) {
663 if(response2 == ABORT_MOVE)
664 object2->movement = Vector(0, 0);
665 if(response1 == CONTINUE)
666 object1->movement += -hit.normal * (hit.depth + DELTA);
668 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
669 object2->movement += hit.normal * (hit.depth/2 + DELTA);
675 Sector::collision_handler()
677 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
678 i != gameobjects.end(); ++i) {
679 GameObject* gameobject = *i;
680 if(!gameobject->is_valid())
682 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
685 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
686 movingobject->bbox.move(movingobject->movement);
687 movingobject->movement = Vector(0, 0);
691 // collision with tilemap
692 if(! (movingobject->movement == Vector(0, 0)))
693 collision_tilemap(movingobject, 0);
695 // collision with other objects
696 for(std::vector<GameObject*>::iterator i2 = i+1;
697 i2 != gameobjects.end(); ++i2) {
698 GameObject* other_object = *i2;
699 if(!other_object->is_valid()
700 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
702 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
706 collision_object(movingobject, movingobject2);
709 movingobject->bbox.move(movingobject->get_movement());
710 movingobject->movement = Vector(0, 0);
715 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
717 if(player->got_power == Player::FIRE_POWER) {
718 if(bullets.size() > MAX_FIRE_BULLETS-1)
720 } else if(player->got_power == Player::ICE_POWER) {
721 if(bullets.size() > MAX_ICE_BULLETS-1)
725 Bullet* new_bullet = 0;
726 if(player->got_power == Player::FIRE_POWER)
727 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
728 else if(player->got_power == Player::ICE_POWER)
729 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
731 throw std::runtime_error("wrong bullet type.");
732 add_object(new_bullet);
734 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
740 Sector::add_smoke_cloud(const Vector& pos)
742 add_object(new SmokeCloud(pos));
747 Sector::add_floating_text(const Vector& pos, const std::string& text)
749 add_object(new FloatingText(pos, text));
758 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
760 song_path = (char *) malloc(sizeof(char) * datadir.length() +
761 strlen(song_title.c_str()) + 8 + 5);
762 song_subtitle = strdup(song_title.c_str());
763 strcpy(strstr(song_subtitle, "."), "\0");
764 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
765 song_subtitle, strstr(song_title.c_str(), "."));
766 if(!SoundManager::get()->exists_music(song_path)) {
767 level_song_fast = level_song;
769 level_song_fast = SoundManager::get()->load_music(song_path);
776 Sector::play_music(int type)
779 switch(currentmusic) {
781 SoundManager::get()->play_music(level_song_fast);
784 SoundManager::get()->play_music(level_song);
787 SoundManager::get()->play_music(herring_song);
790 SoundManager::get()->halt_music();
796 Sector::get_music_type()
802 Sector::get_total_badguys()
804 int total_badguys = 0;
806 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
808 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
813 return total_badguys;
817 Sector::inside(const Rectangle& rect) const
819 if(rect.p1.x > solids->get_width() * 32
820 || rect.p1.y > solids->get_height() * 32
821 || rect.p2.x < 0 || rect.p2.y < 0)