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.
30 #include "player_status.hpp"
31 #include "object/gameobjs.hpp"
32 #include "object/camera.hpp"
33 #include "object/background.hpp"
34 #include "object/particlesystem.hpp"
35 #include "object/particlesystem_interactive.hpp"
36 #include "object/tilemap.hpp"
37 #include "lisp/parser.hpp"
38 #include "lisp/lisp.hpp"
39 #include "lisp/writer.hpp"
40 #include "lisp/list_iterator.hpp"
42 #include "audio/sound_manager.hpp"
43 #include "game_session.hpp"
44 #include "resources.hpp"
45 #include "statistics.hpp"
46 #include "collision_grid.hpp"
47 #include "collision_grid_iterator.hpp"
48 #include "object_factory.hpp"
49 #include "collision.hpp"
50 #include "spawn_point.hpp"
51 #include "math/rect.hpp"
52 #include "math/aatriangle.hpp"
53 #include "object/coin.hpp"
54 #include "object/block.hpp"
55 #include "object/invisible_block.hpp"
56 #include "object/bullet.hpp"
57 #include "object/text_object.hpp"
58 #include "badguy/jumpy.hpp"
59 #include "trigger/sequence_trigger.hpp"
60 #include "player_status.hpp"
61 #include "scripting/script_interpreter.hpp"
62 #include "scripting/sound.hpp"
63 #include "scripting/scripted_object.hpp"
64 #include "scripting/text.hpp"
68 Sector* Sector::_current = 0;
71 : gravity(10), player(0), solids(0), camera(0),
72 currentmusic(LEVEL_MUSIC)
74 song_title = "chipdisko.ogg";
75 player = new Player(player_status);
79 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 == "camera") {
109 Camera* camera = new Camera(this);
110 camera->parse(reader);
112 } else if(name == "particles-snow") {
113 SnowParticleSystem* partsys = new SnowParticleSystem();
114 partsys->parse(reader);
116 } else if(name == "particles-rain") {
117 RainParticleSystem* partsys = new RainParticleSystem();
118 partsys->parse(reader);
120 } else if(name == "particles-comets") {
121 CometParticleSystem* partsys = new CometParticleSystem();
122 partsys->parse(reader);
124 } else if(name == "particles-ghosts") {
125 GhostParticleSystem* partsys = new GhostParticleSystem();
126 partsys->parse(reader);
128 } else if(name == "particles-clouds") {
129 CloudParticleSystem* partsys = new CloudParticleSystem();
130 partsys->parse(reader);
132 } else if(name == "money") { // for compatibility with old maps
133 return new Jumpy(reader);
137 return create_object(name, reader);
138 } catch(std::exception& e) {
139 std::cerr << e.what() << "\n";
146 Sector::parse(const lisp::Lisp& sector)
150 lisp::ListIterator iter(§or);
152 const std::string& token = iter.item();
153 if(token == "name") {
154 iter.value()->get(name);
155 } else if(token == "gravity") {
156 iter.value()->get(gravity);
157 } else if(token == "music") {
158 iter.value()->get(song_title);
159 } else if(token == "spawnpoint") {
160 SpawnPoint* sp = new SpawnPoint(iter.lisp());
161 spawnpoints.push_back(sp);
162 } else if(token == "init-script") {
163 iter.value()->get(init_script);
165 GameObject* object = parse_object(token, *(iter.lisp()));
172 update_game_objects();
175 std::cerr << "sector '" << name << "' does not contain a camera.\n";
176 update_game_objects();
177 add_object(new Camera(this));
180 throw std::runtime_error("sector does not contain a solid tile layer.");
182 update_game_objects();
186 Sector::parse_old_format(const lisp::Lisp& reader)
191 reader.get("gravity", gravity);
193 std::string backgroundimage;
194 reader.get("background", backgroundimage);
196 reader.get("bkgd_speed", bgspeed);
199 Color bkgd_top, bkgd_bottom;
200 int r = 0, g = 0, b = 128;
201 reader.get("bkgd_red_top", r);
202 reader.get("bkgd_green_top", g);
203 reader.get("bkgd_blue_top", b);
208 reader.get("bkgd_red_bottom", r);
209 reader.get("bkgd_green_bottom", g);
210 reader.get("bkgd_blue_bottom", b);
212 bkgd_bottom.green = g;
213 bkgd_bottom.blue = b;
215 if(backgroundimage != "") {
216 Background* background = new Background;
217 background->set_image(backgroundimage, bgspeed);
218 add_object(background);
220 Background* background = new Background;
221 background->set_gradient(bkgd_top, bkgd_bottom);
222 add_object(background);
225 std::string particlesystem;
226 reader.get("particle_system", particlesystem);
227 if(particlesystem == "clouds")
228 add_object(new CloudParticleSystem());
229 else if(particlesystem == "snow")
230 add_object(new SnowParticleSystem());
231 else if(particlesystem == "rain")
232 add_object(new RainParticleSystem());
234 Vector startpos(100, 170);
235 reader.get("start_pos_x", startpos.x);
236 reader.get("start_pos_y", startpos.y);
238 SpawnPoint* spawn = new SpawnPoint;
239 spawn->pos = startpos;
240 spawn->name = "main";
241 spawnpoints.push_back(spawn);
243 song_title = "chipdisko.ogg";
244 reader.get("music", song_title);
246 int width, height = 15;
247 reader.get("width", width);
248 reader.get("height", height);
250 std::vector<unsigned int> tiles;
251 if(reader.get_vector("interactive-tm", tiles)
252 || reader.get_vector("tilemap", tiles)) {
253 TileMap* tilemap = new TileMap();
254 tilemap->set(width, height, tiles, LAYER_TILES, true);
258 if(reader.get_vector("background-tm", tiles)) {
259 TileMap* tilemap = new TileMap();
260 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
264 if(reader.get_vector("foreground-tm", tiles)) {
265 TileMap* tilemap = new TileMap();
266 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
270 // read reset-points (now spawn-points)
271 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
273 lisp::ListIterator iter(resetpoints);
275 if(iter.item() == "point") {
277 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
279 SpawnPoint* sp = new SpawnPoint;
282 spawnpoints.push_back(sp);
285 std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
291 const lisp::Lisp* objects = reader.get_lisp("objects");
293 lisp::ListIterator iter(objects);
295 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
299 std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
305 Camera* camera = new Camera(this);
308 update_game_objects();
310 update_game_objects();
312 throw std::runtime_error("sector does not contain a solid tile layer.");
316 Sector::fix_old_tiles()
319 for(size_t x=0; x < solids->get_width(); ++x) {
320 for(size_t y=0; y < solids->get_height(); ++y) {
321 const Tile* tile = solids->get_tile(x, y);
322 Vector pos(x*32, y*32);
324 if(tile->getID() == 112) {
325 add_object(new InvisibleBlock(pos));
326 solids->change(x, y, 0);
327 } else if(tile->getAttributes() & Tile::COIN) {
328 add_object(new Coin(pos));
329 solids->change(x, y, 0);
330 } else if(tile->getAttributes() & Tile::FULLBOX) {
331 add_object(new BonusBlock(pos, tile->getData()));
332 solids->change(x, y, 0);
333 } else if(tile->getAttributes() & Tile::BRICK) {
334 add_object(new Brick(pos, tile->getData()));
335 solids->change(x, y, 0);
336 } else if(tile->getAttributes() & Tile::GOAL) {
337 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
338 add_object(new SequenceTrigger(pos, sequence));
339 solids->change(x, y, 0);
346 Sector::write(lisp::Writer& writer)
348 writer.write_string("name", name);
349 writer.write_float("gravity", gravity);
350 writer.write_string("music", song_title);
353 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
355 SpawnPoint* spawn = *i;
356 writer.start_list("spawn-points");
357 writer.write_string("name", spawn->name);
358 writer.write_float("x", spawn->pos.x);
359 writer.write_float("y", spawn->pos.y);
360 writer.end_list("spawn-points");
364 for(GameObjects::iterator i = gameobjects.begin();
365 i != gameobjects.end(); ++i) {
366 Serializable* serializable = dynamic_cast<Serializable*> (*i);
368 serializable->write(writer);
373 Sector::add_object(GameObject* object)
375 // make sure the object isn't already in the list
377 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
380 assert("object already added to sector" == 0);
383 for(GameObjects::iterator i = gameobjects_new.begin();
384 i != gameobjects_new.end(); ++i) {
386 assert("object already added to sector" == 0);
391 gameobjects_new.push_back(object);
395 Sector::activate(const std::string& spawnpoint)
398 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
400 if((*i)->name == spawnpoint) {
406 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
407 if(spawnpoint != "main") {
410 activate(Vector(0, 0));
417 if(init_script != "") {
418 ScriptInterpreter::add_script_object(this,
419 std::string("Sector(") + name + ") - init", init_script);
424 Sector::activate(const Vector& player_pos)
428 player->move(player_pos);
429 camera->reset(player->get_pos());
433 Sector::get_active_region()
436 camera->get_translation() - Vector(1600, 1200),
437 camera->get_translation() + Vector(1600, 1200));
441 Sector::update(float elapsed_time)
443 player->check_bounds(camera);
446 CollisionGridIterator iter(*grid, get_active_region());
447 while(MovingObject* object = iter.next()) {
448 if(!object->is_valid())
451 object->update(elapsed_time);
455 for(GameObjects::iterator i = gameobjects.begin();
456 i != gameobjects.end(); ++i) {
457 GameObject* object = *i;
458 if(!object->is_valid())
461 object->update(elapsed_time);
465 /* Handle all possible collisions. */
467 update_game_objects();
471 Sector::update_game_objects()
473 /** cleanup marked objects */
474 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
475 i != gameobjects.end(); /* nothing */) {
476 GameObject* object = *i;
478 if(object->is_valid()) {
483 Bullet* bullet = dynamic_cast<Bullet*> (object);
486 std::remove(bullets.begin(), bullets.end(), bullet),
490 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
492 grid->remove_object(movingobject);
496 i = gameobjects.erase(i);
499 /* add newly created objects */
500 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
501 i != gameobjects_new.end(); ++i)
503 GameObject* object = *i;
505 Bullet* bullet = dynamic_cast<Bullet*> (object);
507 bullets.push_back(bullet);
510 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
512 grid->add_object(movingobject);
515 TileMap* tilemap = dynamic_cast<TileMap*> (object);
516 if(tilemap && tilemap->is_solid()) {
520 std::cerr << "Another solid tilemaps added. Ignoring.";
524 Camera* camera = dynamic_cast<Camera*> (object);
526 if(this->camera != 0) {
527 std::cerr << "Warning: Multiple cameras added. Ignoring.";
530 this->camera = camera;
533 gameobjects.push_back(object);
535 gameobjects_new.clear();
539 Sector::draw(DrawingContext& context)
541 context.push_transform();
542 context.set_translation(camera->get_translation());
545 CollisionGridIterator iter(*grid, get_active_region());
546 while(MovingObject* object = iter.next()) {
547 if(!object->is_valid())
550 object->draw(context);
553 for(GameObjects::iterator i = gameobjects.begin();
554 i != gameobjects.end(); ++i) {
555 GameObject* object = *i;
556 if(!object->is_valid())
559 object->draw(context);
563 context.pop_transform();
566 static const float DELTA = .001;
569 Sector::collision_tilemap(MovingObject* object, int depth)
573 std::cout << "Max collision depth reached.\n";
575 object->movement = Vector(0, 0);
579 // calculate rectangle where the object will move
581 if(object->get_movement().x >= 0) {
582 x1 = object->get_pos().x;
583 x2 = object->get_bbox().p2.x + object->get_movement().x;
585 x1 = object->get_pos().x + object->get_movement().x;
586 x2 = object->get_bbox().p2.x;
589 if(object->get_movement().y >= 0) {
590 y1 = object->get_pos().y;
591 y2 = object->get_bbox().p2.y + object->get_movement().y;
593 y1 = object->get_pos().y + object->get_movement().y;
594 y2 = object->get_bbox().p2.y;
597 // test with all tiles in this rectangle
598 int starttilex = int(x1-1) / 32;
599 int starttiley = int(y1-1) / 32;
600 int max_x = int(x2+1);
601 int max_y = int(y2+1);
603 TilemapCollisionHit temphit, hit;
604 Rect dest = object->get_bbox();
605 dest.move(object->movement);
607 hit.time = -1; // represents an invalid value
608 for(int x = starttilex; x*32 < max_x; ++x) {
609 for(int y = starttiley; y*32 < max_y; ++y) {
610 const Tile* tile = solids->get_tile(x, y);
613 // skip non-solid tiles
614 if(tile->getAttributes() == 0)
616 // only handle unisolid when the player is falling down and when he was
617 // above the tile before
618 if(tile->getAttributes() & Tile::UNISOLID) {
619 if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
623 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
625 Vector p1(x*32, y*32);
626 Vector p2((x+1)*32, (y+1)*32);
627 triangle = AATriangle(p1, p2, tile->getData());
629 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
631 hit.tileflags |= tile->getAttributes();
632 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
633 temphit.tileflags = hit.tileflags;
637 } else { // normal rectangular tile
638 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
639 if(Collision::rectangle_rectangle(temphit, dest,
640 object->movement, rect)) {
641 hit.tileflags |= tile->getAttributes();
642 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
643 temphit.tileflags = hit.tileflags;
651 // did we collide at all?
652 if(hit.tileflags == 0)
655 // call collision function
656 HitResponse response = object->collision(*solids, hit);
657 if(response == ABORT_MOVE) {
658 object->movement = Vector(0, 0);
661 if(response == FORCE_MOVE) {
664 // move out of collision and try again
665 object->movement += hit.normal * (hit.depth + DELTA);
666 collision_tilemap(object, depth+1);
670 Sector::collision_object(MovingObject* object1, MovingObject* object2)
673 Rect dest1 = object1->get_bbox();
674 dest1.move(object1->get_movement());
675 Rect dest2 = object2->get_bbox();
676 dest2.move(object2->get_movement());
678 Vector movement = object1->get_movement() - object2->get_movement();
679 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
680 HitResponse response1 = object1->collision(*object2, hit);
682 HitResponse response2 = object2->collision(*object1, hit);
684 if(response1 != CONTINUE) {
685 if(response1 == ABORT_MOVE)
686 object1->movement = Vector(0, 0);
687 if(response2 == CONTINUE)
688 object2->movement += hit.normal * (hit.depth + DELTA);
689 } else if(response2 != CONTINUE) {
690 if(response2 == ABORT_MOVE)
691 object2->movement = Vector(0, 0);
692 if(response1 == CONTINUE)
693 object1->movement += -hit.normal * (hit.depth + DELTA);
695 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
696 object2->movement += hit.normal * (hit.depth/2 + DELTA);
702 Sector::collision_handler()
705 grid->check_collisions();
707 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
708 i != gameobjects.end(); ++i) {
709 GameObject* gameobject = *i;
710 if(!gameobject->is_valid())
712 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
715 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
716 movingobject->bbox.move(movingobject->movement);
717 movingobject->movement = Vector(0, 0);
721 // collision with tilemap
722 if(! (movingobject->movement == Vector(0, 0)))
723 collision_tilemap(movingobject, 0);
725 // collision with other objects
726 for(std::vector<GameObject*>::iterator i2 = i+1;
727 i2 != gameobjects.end(); ++i2) {
728 GameObject* other_object = *i2;
729 if(!other_object->is_valid()
730 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
732 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
736 collision_object(movingobject, movingobject2);
739 movingobject->bbox.move(movingobject->get_movement());
740 movingobject->movement = Vector(0, 0);
746 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
748 // TODO remove this function and move these checks elsewhere...
749 static const size_t MAX_FIRE_BULLETS = 2;
750 static const size_t MAX_ICE_BULLETS = 1;
752 Bullet* new_bullet = 0;
753 if(player_status->bonus == FIRE_BONUS) {
754 if(bullets.size() > MAX_FIRE_BULLETS-1)
756 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
757 } else if(player_status->bonus == ICE_BONUS) {
758 if(bullets.size() > MAX_ICE_BULLETS-1)
760 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
764 add_object(new_bullet);
766 sound_manager->play("sounds/shoot.wav");
772 Sector::add_smoke_cloud(const Vector& pos)
774 add_object(new SmokeCloud(pos));
779 Sector::add_floating_text(const Vector& pos, const std::string& text)
781 add_object(new FloatingText(pos, text));
785 Sector::play_music(MusicType type)
788 switch(currentmusic) {
790 sound_manager->play_music(std::string("music/") + song_title);
793 sound_manager->play_music("music/salcon.ogg");
796 sound_manager->play_music("");
802 Sector::get_music_type()
808 Sector::get_total_badguys()
810 int total_badguys = 0;
811 for(GameObjects::iterator i = gameobjects.begin();
812 i != gameobjects.end(); ++i) {
813 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
814 if (badguy && badguy->countMe)
818 return total_badguys;
822 Sector::inside(const Rect& rect) const
824 if(rect.p1.x > solids->get_width() * 32
825 || rect.p1.y > solids->get_height() * 32
826 || rect.p2.x < 0 || rect.p2.y < 0)